Fact-checked by Grok 2 weeks ago

Learning object

A learning object is defined as any entity, digital or non-digital, that may be used, reused, or referenced during technology-supported learning, , or . This conceptualization emphasizes and , allowing such objects to be integrated into various educational contexts to support specific instructional goals. The concept of learning objects emerged in the early , inspired by paradigms and the idea of reusable building blocks akin to , as coined by Wayne Hodgins around 1993. It gained momentum in the mid-1990s through corporate initiatives, such as those by , which demonstrated reduced development times for educational content from months to weeks. By the early , academic and institutional adoption accelerated, with the establishment of online repositories like the Wisconsin Online Resource Center in 2000, funded to promote reusable digital resources. A pivotal milestone was the 2002 approval of the IEEE (LOM) standard by the IEEE Learning Technology Standards Committee, which provided a for describing and cataloging these objects to enhance and . Updated in 2020 as IEEE 1484.12.1, this standard continues to underpin interoperability in e-learning systems. Key features of learning objects include reusability, , adaptability, and , enabling them to be combined or modified for diverse learners and platforms. Typical components encompass a clear learning objective, instructional content (such as text, , or simulations), practice activities, assessment items, and for and retrieval. Grounded in constructivist learning theories, which view knowledge as actively constructed by learners, these objects facilitate personalized, nonlinear educational experiences. In practice, learning objects have been applied across K-12, , and professional training to promote cost efficiency, content customization, and collaborative resource development, though challenges persist in , management, and empirical validation of their impact on learning outcomes.

Origins and Definitions

History

The concept of learning objects originated in the early 1990s, influenced by advancements in , which emphasized modular, reusable software components to promote efficiency and in development. This paradigm was adapted to education, envisioning instructional content as discrete, interchangeable units that could be assembled to meet diverse learning needs. The term "learning object" was coined by Wayne Hodgins in 1994, who used it to describe small, reusable digital units designed for training within a working group on learning architectures, APIs, and learning objects under the CedMA (Computer Education Managers Association). This marked a pivotal moment, shifting focus toward granular, shareable educational resources amid growing interest in technologies. In 1997, the IEEE established the Learning Technology Standards Committee (LTSC) to address challenges, initiating early standards work on learning objects that laid the groundwork for broader adoption. David Wiley advanced the theoretical framework in 2000 through his seminal paper "Connecting Learning Objects to Instructional Design Theory," where he introduced the "reusability "—the that enhancing a learning object's reusability by stripping contextual specificity reduces its pedagogical effectiveness, and vice versa—while proposing early repository models to facilitate discovery and sharing. Throughout the 2000s, practical implementation progressed with the release of the (SCORM) version 1.0 in 2000 by the Advanced Distributed Learning (ADL) Initiative, which standardized packaging and runtime environments for learning objects to enable seamless integration in learning management systems. After 2010, evolution emphasized enhanced data capture, exemplified by the launch of the (xAPI), formerly Tin Can API, in 2013 by the , which extended tracking capabilities beyond basic completion metrics to record nuanced learner interactions with objects for improved portability and analysis. Early projects like the European initiative (1998) and IMS Global Learning Consortium (1999) also contributed to foundational metadata and interoperability efforts for learning objects. From 2020 to 2025, e-learning content, including learning objects, increasingly incorporated for dynamic, on-demand generation of personalized materials, adapting to individual learner profiles without introducing major new standards. Concurrently, the increased awareness and use of (OER), with repositories supporting emergency remote teaching and facilitating the reuse of digital educational materials in global e-learning efforts.

Definitions

A learning object is fundamentally a modular resource designed to support educational processes through reuse and integration. The term originated with Wayne Hodgins in 1994, who introduced it in discussions on reusable instructional components within the CedMA working group. The IEEE Learning Technology Standards Committee (LTSC) established a core definition in 2002, characterizing a learning object as any entity—digital or non-digital—that may be used, reused, or referenced for learning, , or , either alone or in combination with other entities. This inclusive scope emphasizes the entity's potential utility in technology-supported learning environments without prescribing specific formats or structures. David Wiley, in his 2001 work, highlighted the instructional of learning objects, defining them as the smallest chunks of instruction that address a single learning objective, enhanced by to enable discoverability and facilitate across diverse contexts. Wiley's perspective underscores the pedagogical focus, positioning learning objects as atomic building blocks rather than expansive curricula. In a 2007 analysis, Chiappe et al. proposed a more detailed variant, describing learning objects as digital, self-contained, and reusable resources that incorporate content, learning activities, contextual elements, and to support clear educational purposes. This definition integrates structural components essential for functionality while maintaining emphasis on reusability. The Reusable Learning Objects Centre for Excellence in Teaching and Learning (RLO-CETL), a initiative, advanced a specialized variant centered on web-based interactive e-learning modules that target standalone learning objectives, with particular attention to to ensure and adaptability. Common attributes across these definitions include reusability, which permits adaptation in varied instructional settings; , supporting seamless integration with other systems; discoverability, achieved via standardized ; and , where atomic objects focus on single concepts and composite objects aggregate multiple elements. These properties distinguish learning objects as targeted, modular units rather than complete courses, setting them apart from broader educational resources that may not prioritize or cross-context reuse.

Structure and Elements

Components

Learning objects typically incorporate several instructional elements to support efficacy and reusability. These include a clear learning objective to define intended outcomes; content such as text, images, audio, video, or simulations to convey information; interactive activities like quizzes or drills to engage learners; assessments to evaluate understanding; and contextual supports such as glossaries or aids to aid comprehension. , as described by standards like IEEE LOM, provides descriptors for these elements, including educational details (e.g., objectives and prerequisites), technical specifications (e.g., format and requirements), lifecycle information (e.g., version), rights, and relations to other resources. An influential typology proposed by Churchill (2007) classifies learning objects into six key types based on their pedagogical function: presentation objects, which deliver explanatory media; practice objects, featuring drills and exercises for skill reinforcement; simulation objects, which model real-world processes; conceptual models, representing abstract ideas or relationships; information objects, providing factual data; and contextual representation objects, offering scaffolding or scenarios to support learning in broader contexts. Learning objects can be organized structurally as atomic units, targeting a single learning objective, or as composite assemblies combining multiple atomic elements to form more complex instructional sequences. For instance, a simple learning object might consist of a short video on basic followed by an embedded , while a composite one could aggregate this with related simulations and assessments. These components exhibit interdependencies that enhance cohesion; for example, prerequisites inform how content and interactive activities are sequenced, ensuring alignment with learner needs.

Metadata

in learning objects provides descriptive information that supports cataloging, searching, and across educational systems and repositories. This includes data on identification (such as titles and identifiers), technical specifications (like formats and requirements), educational attributes (including objectives and difficulty levels), and rights management (covering usage permissions and copyrights), thereby enabling the discovery, reuse, and effective management of learning resources. The IEEE (LOM) standard, revised as IEEE Std 1484.12.1-2020 from the original 2002 version, establishes a conceptual data schema comprising 9 categories—General, , Meta-Metadata, Technical, Educational, , Relation, , and —and a total of 76 elements. The 2020 revision includes minor clarifications and editorial updates with no substantial changes to the schema. Key fields within the LOM schema include objectives, which outline intended learning goals in the Educational category; prerequisites, denoting required prior knowledge typically classified under the category; semantic density, a measure of information conciseness per learning unit on a scale from very low to very high in the Educational category; and covered topics, captured through keywords in the General category or structured taxonomies in . Extensions to the LOM include the Metadata Initiative for basic descriptive elements like creator and subject, often integrated for simpler , and CanCore, a Canadian application profile that provides detailed semantic guidelines and refinements for 60 core LOM elements to enhance local implementation. Challenges in creation involve the trade-off between manual generation, which is labor-intensive and susceptible to inconsistencies, and automated approaches, which can improve efficiency but often compromise on precision and completeness. Accurate and complete is vital for repository searchability, as incomplete or erroneous entries hinder resource discovery and reuse. For example, a learning object's might specify its technical format as XHTML, educational difficulty as intermediate, and estimated duration as 30 minutes, aiding educators in selecting appropriate resources. This describes the underlying components, such as content files and interactive elements, without altering them.

Properties and Characteristics

Mutability

Mutability in learning objects refers to the capacity to modify or repurpose these digital resources while preserving their fundamental educational integrity, in contrast to the immutability of certain software objects where changes are prohibited to maintain stability. This adaptability allows educators to tailor content to specific pedagogical needs without starting from scratch, enhancing the overall utility of learning objects in dynamic learning environments. The concept of mutated learning objects, as introduced by , describes resources that have been re-engineered for new contexts, such as translating textual into another language or modifying interactive elements to suit different learner levels. For instance, a graph depicting radiation levels from the might be repurposed by a teacher to explain basic scientific concepts to fifth-grade students, adding simplified explanations and visuals while retaining the core data. Similarly, interactive quizzes originally designed for chemistry tutorials can be repurposed to teach systems by replacing chemical formulas with financial diagrams, demonstrating how structural templates support mutation. Contextual learning objects extend this mutability by enabling tailoring to individual learner needs, often through based on user data such as prior knowledge or preferences. These objects adjust dynamically to provide relevant experiences, for example, by altering examples in a to align with a student's cultural background or learning . The of learning objects plays a crucial role in their mutability, with smaller atomic components—such as individual images or short videos—being easier to alter or recombine than larger composite structures. Fine-grained objects facilitate precise modifications, allowing educators to swap elements without disrupting the overall design, whereas monolithic objects resist such changes due to their integrated nature. Mutability significantly boosts reusability across diverse scenarios, such as adapting materials from corporate training programs to K-12 classrooms, where a on might be simplified for younger learners. For example, quizzes can be remixed to incorporate culturally relevant scenarios, like replacing generic business cases with local industry examples to increase in non-Western contexts. This flexibility addresses the reusability , where highly contextual objects are effective but hard to , by enabling targeted alterations that balance specificity and generality. Recent trends from 2020 to 2025 have seen -assisted emerge as a key advancement, where algorithms analyze learner data to automatically generate paths by modifying object sequences or content. Generative tools, for instance, can create personalized variations of interactive modules in , supporting individualized instruction in e-learning platforms. However, these approaches raise ethical concerns, including the risk of in -driven alterations that may perpetuate inequalities if training data reflects societal prejudices.

Portability and Interoperability

Portability refers to the capability of learning objects to be packaged and deployed across various learning management systems (LMS) while preserving their original functionality and structure. This ensures that educational content developed in one environment can be transferred and utilized in another without requiring significant reconfiguration or loss of interactive elements. For instance, learning objects are typically bundled into ZIP archives that include all necessary files, allowing seamless import into systems like or . Key mechanisms supporting portability include packaging combined with XML manifests, which describe the content's , resources, and dependencies, enabling LMS to parse and execute the object correctly. Runtime environments, such as JavaScript-based APIs, further facilitate this by providing a standardized interface for content-LMS communication during execution. These approaches allow learning objects to operate consistently across platforms, minimizing disruptions in delivery. Interoperability extends portability by enabling seamless integration of learning objects through adherence to open standards, though challenges arise with complex media elements like embedded videos and mathematical expressions formatted in , which often require specific XML handling and type support for consistent rendering. Vendor lock-in, where proprietary formats tie content to specific LMS, and incompatibilities in file formats pose significant barriers, potentially leading to incomplete functionality or during transfer. Solutions involve adopting open formats, such as those defined by IMS Content Packaging, to promote cross-system compatibility and reduce dependency on single vendors. The evolution of these concepts has progressed from the more rigid SCORM standards, which emphasized content packaging and basic completion tracking, to the flexible (Experience API), which supports detailed tracking of learning experiences across diverse platforms and devices, enhancing both portability and . Metadata plays a brief role in this process by facilitating discovery and search of objects during transfer between repositories. For example, a SCORM-compliant learning object on introductory physics can be exported as a ZIP package from and imported into , maintaining its interactive simulations and assessments via the standard manifest.

Standards and Technologies

Key Standards

The IEEE (LOM) standard, formally IEEE 1484.12.1-2002, provides a comprehensive framework for describing learning objects through a conceptual data schema that includes 9 categories—such as general, educational, and technical—and 81 elements covering aspects like lifecycle, rights, and relations, enabling interoperable descriptions for discovery and reuse. This , developed by the IEEE Learning Technology Standards Committee, ensures consistency in cataloging digital learning resources across systems without prescribing specific content formats. The (SCORM), introduced by the (ADL) Initiative in 2000 and evolving through versions up to SCORM 2004 4th Edition in 2009, defines specifications for packaging learning content into sharable objects and managing runtime interactions within learning management systems (LMS). Key components include the Content Aggregation Model for structuring packages in a standardized format and the Run-Time Environment for API-based communication, allowing content to report completion, scores, and progress to LMS platforms. Versions progressed from SCORM 1.1 (2001), which introduced basic packaging, to SCORM 1.2 (2001) for wider adoption, and SCORM 2004 editions that enhanced sequencing and navigation for more dynamic delivery. Although still widely used, SCORM is considered a standard, with the Initiative recommending xAPI or cmi5 for new developments as of 2024. IMS Global Learning Consortium specifications, such as Content Packaging v1.1.3 (finalized in 2003), establish XML-based structures for bundling learning objects with metadata and organization information, promoting modularity by enabling aggregation, disaggregation, and exchange across authoring tools and LMS. Complementing this, the Question and Test Interoperability (QTI) specification supports modular assessment content by defining standardized XML formats for items, tests, scoring, and response processing, facilitating portability of quizzes and exams between systems. Modern standards build on these foundations to address limitations in tracking diverse experiences. The (xAPI), released as version 1.0 in 2013 and updated to version 2.0 (IEEE 9274.1.1-2023) in October 2023—originally known as the Tin Can API—extends beyond traditional LMS-bound tracking by using statements to capture rich, contextual learning activities—such as interactions or real-world tasks—stored in external Learning Record Stores (LRS). Similarly, cmi5, released in its production edition in June 2016 as an xAPI profile, targets and hybrid environments by specifying rules for content launching, authentication, session management, and reporting, ensuring compatibility with traditional LMS while supporting device-agnostic delivery; updates are underway to align with xAPI 2.0. Post-2020 developments emphasize enhanced and extensibility without a full LOM overhaul; the IEEE LOM was revised as 1484.12.1-2020 to refine the for broader applicability, while the IEEE 2881-2025 introduces an extensible for learning terms to support sharing resources and describing events in AI-driven environments. Extensions align with (OER) through 1EdTech's Learning Metadata best practices. integration draws from WCAG 2.1 AA guidelines, as seen in 3.0's conformance requirements for inclusive assessment rendering, and open APIs in xAPI enable AI-driven by allowing granular behavioral for tools. In comparison, SCORM prioritizes binary completion tracking (e.g., pass/fail status) within structured courses, whereas xAPI focuses on detailed behavioral data through verb-object statements (e.g., "user accomplished task"), enabling nuanced analysis of informal and formal learning paths.

Implementation in Learning Systems

Learning objects are integrated into learning management systems (LMS) such as , , and through the upload of standardized packages like SCORM or xAPI-compliant files, enabling seamless delivery, tracking of learner interactions, and assessment integration. In , for instance, instructors activate editing mode, select "Add an activity or resource," choose the SCORM package option, and upload the ZIP file, which then embeds the object directly into the course interface for immediate access. Blackboard and Canvas follow analogous processes via their content import tools, supporting SCORM 1.2, SCORM 2004, or xAPI for reporting completion and scores back to the system. This integration relies briefly on standards like SCORM for packaging content into interoperable units. Repository systems, such as , function as open-access platforms for storing, searching, and sharing learning objects, promoting reuse across educational contexts through peer-reviewed collections and advanced search filters based on . Authoring workflows in these repositories often incorporate tools like H5P, an open-source plugin that facilitates the creation of interactive elements—such as quizzes, simulations, and embeds—directly within LMS environments before uploading to repositories for broader dissemination. For example, educators can build H5P content in a web-based editor, export it as a portable file, and submit it to , where community editors review and catalog it for discoverability. Development tools like Articulate Storyline and streamline the creation of compliant learning objects by providing intuitive interfaces for designing interactive modules with branching scenarios, , and assessments. Articulate Storyline allows users to build responsive e-learning content and export it directly as SCORM or xAPI packages, ensuring compatibility with major LMS platforms. similarly supports authoring of simulations and videos, generating SCORM ZIP files that include outputs for web delivery and for tracking learner data. The standard workflow for implementing learning objects encompasses several key stages: authoring the core content using specialized software, assigning descriptive metadata (such as title, keywords, and educational level) to enhance searchability, packaging the files into a ZIP archive compliant with e-learning standards, and testing the object in multiple LMS environments to verify interoperability, playback, and data reporting. During authoring, creators focus on modular design to support reusability; metadata assignment follows schemas like IEEE LOM for cataloging; packaging bundles assets into a single deliverable; and testing involves simulations to check for issues like broken links or inconsistent tracking across browsers. This structured process minimizes deployment errors and maximizes the object's utility in diverse systems. Between 2020 and 2025, advancements in -based implementations have improved scalability for learning objects, enabling on-demand storage, distribution, and updates without local dependencies, as seen in platforms like AWS-integrated LMS that host large repositories. API-driven has further evolved in platforms, allowing dynamic combination of objects into personalized sequences via RESTful APIs, which facilitate real-time content adaptation based on learner from xAPI statements. For instance, architectures support auto-scaling to handle increased during peak usage, reducing in object . Metrics for evaluating the success of learning object implementations include average load times, ideally under 3 seconds to maintain , and device rates exceeding 95% across desktops, tablets, and mobiles to ensure broad . These indicators are assessed through tools like consoles for timing and cross-device emulators for , with benchmarks derived from user analytics in LMS dashboards. High in these areas correlates with improved learner retention and system adoption rates.

Applications and Challenges

Educational Applications

In K-12 education, learning objects serve as modular units that enable personalized curricula by allowing educators to assemble tailored instructional sequences based on student needs and progress. For instance, interactive simulations, such as those from the project, provide hands-on virtual experiments that adapt to individual learning paces, fostering deeper understanding in subjects like physics and without requiring physical lab resources. These objects support , where teachers can remix simulations with assessments to address diverse skill levels, enhancing engagement and retention in primary and secondary classrooms. In , learning objects are integrated into massive open online courses (MOOCs) and models to deliver flexible, self-paced content that complements in-person sessions. Platforms like utilize modular videos, quizzes, and interactive exercises as reusable components, enabling instructors to curate course modules that align with specific learning outcomes and promote active application during class time. This approach has been shown to improve student interaction and knowledge retention by allowing pre-class exposure to core concepts through bite-sized objects, followed by collaborative problem-solving. For example, in flipped environments, recommendation systems suggest videos based on learner profiles, optimizing content delivery in both MOOC and traditional settings. Corporate training leverages learning objects for reusable modules and just-in-time delivery, streamlining employee and skill updates within learning management systems (LMS). These objects, often SCORM-compliant, allow organizations to deploy standardized modules on topics such as data privacy or , which can be quickly adapted and accessed on-demand to address immediate job requirements. This modularity reduces training disruptions by enabling bursts—short, focused sessions—that align with workflow needs, boosting completion rates and practical application. In practice, reusable objects facilitate cost-effective scaling across global teams, with content repurposed for various roles without full redevelopment. Learning objects also address accessibility for diverse learners by incorporating principles, ensuring equitable access through features like alt text, captions, and multiple formats. For example, adaptable objects compliant with WCAG standards allow users with disabilities to engage via screen readers or simplified interfaces, promoting inclusivity in varied educational settings. The post-pandemic period from 2020 to 2025 saw a surge in and remote learning, where objects dynamically adjusted content based on user interaction data, supporting seamless transitions between online and in-person modes. This adaptability proved vital for maintaining continuity during disruptions, with repositories enabling quick assembly of curricula that catered to remote learners' needs. Integration of (AI) with learning objects has advanced dynamic assembly for paths, where AI tutors select and sequence objects in real-time based on learner progress and preferences. Systems employing algorithms analyze performance metrics to recommend tailored modules, such as adjusting difficulty levels in math exercises or suggesting alternatives for visual learners. For instance, AI-driven platforms create adaptive paths by pulling from object repositories, enhancing outcomes in virtual environments through immediate feedback and customized remediation. This EdTech evolution supports individualized tutoring at scale, bridging gaps in traditional instruction. Case studies from the repository illustrate the broad educational impact of learning objects, with peer-reviewed examples demonstrating improved student outcomes across disciplines. In one evaluation, multimedia case-based objects in enhanced in online courses, outperforming text-only methods in and application. Another study using resources for showed significant gains in when objects were integrated into instruction, highlighting their role in addressing conceptual challenges. Overall, 's curated collection has facilitated widespread adoption, with users reporting higher engagement and pedagogical flexibility. The reuse of learning objects yields substantial cost reductions in content development by minimizing redundant creation efforts. Strategies involving granular, allow organizations to repurpose objects across courses, shortening development cycles and lowering overall expenses while maintaining quality. For example, repurposing a single object for multiple contexts, as in interdisciplinary tutorials, can cut initial investment by leveraging shared structures, promoting sustainability in resource-limited environments. This economic benefit underscores the strategic value of repositories like in enabling efficient, scalable education.

Criticisms and Limitations

One major critique of learning objects is the reusability paradox, which posits that resources designed to be highly reusable must be generic and thus less effective in specific educational contexts, while those tailored for particular contexts resist adaptation elsewhere. This tension arises because reusability demands decontextualization—stripping away situational details to broaden applicability—but such abstraction diminishes instructional impact, as noted in early analyses of . Decontextualization further exacerbates this issue by severing learning objects from their original narrative and social frameworks, resulting in fragmented learning experiences when reassembled. For instance, sequencing isolated modules without reintroducing cultural, historical, or collaborative elements disrupts coherence, conflicting with theories emphasizing situated cognition, such as those from Vygotsky and Lave and Wenger. This approach prioritizes modularity over holistic understanding, potentially hindering deeper knowledge construction. Quality and discoverability remain persistent challenges due to inconsistent in repositories, which leads to overload and poor retrieval of relevant objects. Studies of repositories like reveal that incomplete or inaccurate —such as varying completeness rates from 30% to 85% before interventions—impedes bibliographic functions like discovery and , making it difficult to evaluate object without extensive trials. Without standardized , users face vast, uncurated collections that undermine practical utility. Learning objects often exhibit a toward didactic methods, emphasizing content delivery through structured, teacher-controlled formats that align with behaviorist principles rather than ones. This conduit of transmission limits support for learner , , and contextual , creating tensions with participation metaphors in constructivism, where learning emerges from active co-construction. Recent empirical work with educators confirms that traditional designs reinforce transmissive pedagogies, backgrounding mature constructivist understandings unless explicitly addressed. From 2020 to 2025, the highlighted implementation hurdles for digital learning resources like objects, amplifying the through unequal internet access and device availability, which disproportionately affected low-income and rural learners. This exacerbated engagement gaps, as barriers shaped unequal participation in online continuity efforts. Similarly, integrating for generating learning objects introduces risks, including low-quality outputs from algorithmic biases and ethical concerns over data and content authenticity. Generative 's potential for and unequal access further complicates equitable deployment in educational settings. Additional limitations include high initial authoring costs, which combine fixed development expenses with variable production demands, often deterring widespread creation and leading to quality compromises. concerns also hinder sharing, as evolving laws and restrictive policies in repositories complicate licensing and contributor rights, ranging from outright restrictions to inconsistent open models. These barriers limit the collaborative potential envisioned for learning objects.

References

  1. [1]
    1484.12.1-2020 - IEEE Standard for Learning Object Metadata
    Nov 16, 2020 · For this standard, a learning object is defined as any entity, digital or non-digital, that is used for learning, education or training. For ...
  2. [2]
    [PDF] History of Learning Objects - CORE
    The introduction of learning objects in education requires a paradigm shift from no sharing learning environments to learning environments where information ...
  3. [3]
    Learning Objects: A Rose by Any Other Name... - EDUCAUSE Review
    Jul 8, 2005 · In theory, learning objects should have proven useful for packaging unwieldy educational content in ways that were easily accessible, engaging, ...
  4. [4]
  5. [5]
    Use and abuse of reusable learning objects - HAL-SHS
    The term Learning Object, first popularized by Wayne Hodgins in 1994 when he named the CedMA working group "Learning Architectures, APIs and Learning ...Missing: origin | Show results with:origin
  6. [6]
    (PDF) Report on Learning Technology Standards - ResearchGate
    architectures for learning technologies. • IEEE LTSC: The Learning Technology Standards Committee of the IEEE was formed in 1996 and is. in the process of ...
  7. [7]
    SCORM Versions: the Evolution of eLearning Standards
    SCORM has evolved through the years from SCORM 1.2 to SCORM 2004. We dive into its evolution as well as how it compares to AICC, LTI, xAPI/Tin Can and cmi5.
  8. [8]
    History of the Experience API (formerly known as Project Tin Can)
    Wondering how SCORM turned into Project Tin Can? This page walks you through the history of the Experience API (previously Project Tin Can).Missing: objects | Show results with:objects
  9. [9]
    Generative AI in Education: Benefits & Trends 2025
    Jun 17, 2025 · In education, it's used for generating personalized learning materials, creating quizzes, automating content generation, and tutoring support.
  10. [10]
    Open Educational Resources (OERs) at European Higher ... - MDPI
    Jul 14, 2023 · During the COVID-19 pandemic, the significant role of OER repositories in aiding teachers with emergency remote digital teaching was emphasized.
  11. [11]
    [DOC] Chapter One - reusability.org
    This definition of learning object, “any digital resource that can be reused to support learning,” is proposed for two reasons. First, the definition is ...
  12. [12]
    (PDF) Toward an instructional design model based on learning objects
    Aug 7, 2025 · Chiappe defined Learning Objects as: "A digital self-contained and reusable entity, with a clear educational purpose, with at least three ...
  13. [13]
    RLO FAQ - University of Nottingham
    What's RLO-CETL? The RLO-CETL is the Centre for Excellence in Teaching and Learning for Reusable Learning Objects, one of 74 Centres set up by HEFCE at the ...
  14. [14]
    IEEE 1484.12.1-2020 - IEEE SA
    Nov 16, 2020 · IEEE 1484.12.1-2020 is a standard for learning object metadata, defining a data schema for metadata instances of learning objects.
  15. [15]
    View of The International Learning Object Metadata Survey
    At the top of the hierarchy of LOM elements are nine broad category elements: General, Lifecycle, Meta-metadata, Technical, Educational, Rights, Relation, ...Missing: categories | Show results with:categories<|control11|><|separator|>
  16. [16]
    (PDF) Towards a useful classification of learning objects
    Sep 20, 2006 · Six unique types of learning objects are proposed and discussed: presentation, practice, simulation, conceptual models, information and ...
  17. [17]
    [PDF] A Theory Of Learning Objects
    [WGR00] David Wiley, A. Gibbons, and M. Recker. A reformulation of the issue of learning object granularity and its implications for design of learning objects.
  18. [18]
    Reflections on learning object granularity - The Open University
    Dec 2, 2008 · The terms 'aggregate' (or 'composite') and 'atomic' objects are sometimes used when talking about learning objects. An atomic object, quite ...
  19. [19]
    IEEE 1484.12.1-2002 - IEEE SA
    IEEE 1484.12.1-2002 is the IEEE Standard for Learning Object Metadata, defining the structure of metadata for learning objects. It is a superseded standard.
  20. [20]
  21. [21]
    [PDF] Draft Standard for Learning Object Metadata - Educa.ch
    Jul 15, 2002 · Data elements describe a learning object and are grouped into categories. The LOMv1.0 Base Schema (clause 6) consists of nine such categories: a ...
  22. [22]
  23. [23]
    CanCore: Metadata for Learning Objects
    The purpose of this paper is to provide an overview of this vision, focusing specifically on issues of semantics. It will describe the CanCore Learning Object ...
  24. [24]
    [PDF] metadata challenges in introducing the global ieee learning object ...
    2 THE IEEE LOM SCHEMA​​ The initial 8 categories open for LO descriptions containing more than 60 different elements, most of them reusable for multiple ...
  25. [25]
    Full article: Quality assurance for digital learning object repositories
    This paper surveys the issue of metadata creation for digital learning object repositories with an emphasis on quality assurance, presenting three cases of ...
  26. [26]
    Full article: Repurposing learning objects: a sustainable alternative?
    Dec 14, 2016 · Repurposing is defined as a process where the original structure of a learning object is populated with content from a different source and/or ...
  27. [27]
    Teaching and Learning with Technology - vol 8
    Peggy and her husband can actually submit their 'mutated' learning objects and/or metadata description back into the repository for other 5th grade teachers to ...
  28. [28]
  29. [29]
    Forgetting Our History: From the Reusability Paradox to the Remix ...
    Apr 15, 2015 · The Reusability Paradox typically leads designers of learning objects to attempt to “strike a balance” between effectiveness and reusability.
  30. [30]
    Enhancing Adaptive Learning with Generative AI for Tailored ...
    Jun 3, 2025 · The insertion of generative AI within adaptive learning systems enables a teacher to create learning objects that are responsive to specific ...
  31. [31]
    Adaptive Learning Using Artificial Intelligence in e-Learning - MDPI
    This study aims to map the current utilization of AI/ML in e-learning for adaptive learning, elucidating the benefits and challenges of such integration.
  32. [32]
    [PDF] Artificial Intelligence and the Future of Teaching and Learning (PDF)
    This document discusses AI's role in the future of teaching and learning, including rising interest, reasons to address it, and building ethical policies.
  33. [33]
    [PDF] e-LEARNING INTEROPERABILITY STANDARDS
    In general, the purpose of e-learning interoperability standards is to provide stan- dardized data structures and communications protocols for e-learning ...
  34. [34]
    The SCORM content packaging specification
    The heart of the SCORM content packaging specification is the course's manifest file. The manifest is an XML file that completely describes the content.
  35. [35]
    (PDF) Interoperability and Learning Objects: An Overview of E ...
    Aug 6, 2025 · This paper provides an overview of standards and specifications bodies and processes relevant to e-learning and particularly to learning objects ...
  36. [36]
    QTI v3 Best Practices and Implementation Guide - 1EdTech
    Within the content package exchange, there may be interoperability issues surrounding specific file formats (e.g., mime types) for some supporting media files ...Missing: challenges | Show results with:challenges
  37. [37]
    SCORM vs xAPI (The Experience API)
    The Experience API lets you record any learning experience, wherever and however it happens. The Experience API gives you the ability to see the whole picture.
  38. [38]
    1EdTech Meta-data Best Practice Guide for IEEE 1484.12.1-2002 ...
    This guide provides best practices for using the IEEE LOM standard, which defines meta-data elements for learning resources, and provides guidance on how to ...
  39. [39]
  40. [40]
    Content Packaging Specification - 1EdTech
    IMS Content Packaging v1.1.3 final specification is maintenance release of the specification. Note: This specification updated on July 1, 2003 corrects an ...
  41. [41]
    Question & Test Interoperability® | 1EdTech
    ### Summary of IMS QTI for Assessments
  42. [42]
  43. [43]
    The cmi5 Project
    cmi5 is a “profile” for using the xAPI specification with traditional learning management (LMS) systems. Since the xAPI specification is highly generalized ...
  44. [44]
    Learning Resource Meta-data Specification | 1EdTech
    The Learning Resource Meta-data Specification is a meta-data best practice guide for the IEEE 1484.12.1-2002 standard, aligned with IEEE LOM.
  45. [45]
    Introduction to PhET Interactive Simulations: Transforming Science ...
    Jan 25, 2025 · Discover how K12 integrates PhET Interactive Simulations into science courses, enhancing hands-on learning, curiosity, and student success.Missing: units | Show results with:units
  46. [46]
    Virtual Labs and Simulations – Helping K12 Students Learn Science ...
    Sep 8, 2023 · Virtual lab simulations provide students with opportunities to access and explore advanced science education through experiments without the risk of accidents.
  47. [47]
    MOOC and Blended Learning - Coursera
    This course focuses on 5 themes: 1.interpreting online education 2.discussing why online education is needed 3.explaining the current status of online education ...Missing: objects | Show results with:objects
  48. [48]
    MOOC-based flipped learning in higher education: students ...
    Aug 26, 2019 · The purpose of this study was to analyze the effectiveness of MOOC-based flipped learning and to propose clear reuse guidelines for MOOCs in the traditional ...
  49. [49]
    Recommending Learning Videos for MOOCs and Flipped Classrooms
    Both of these new ways of education require high-quality learning objects for their success, with learning videos being the most common to provide theoretical ...
  50. [50]
    Corporate Training Online Training Courses - LinkedIn
    Design and deliver effective training programs for corporate environments. Learn about instructional design, elearning tools, and training evaluation.
  51. [51]
  52. [52]
    SCORM-Compliant eLearning: Why It Matters for Organizations
    Oct 31, 2025 · Content Reusability: Modular learning objects (SCOs) can be reused across multiple courses and programs, reducing development time and lowering ...<|separator|>
  53. [53]
    Equitable but Not Diverse: Universal Design for Learning is Not ...
    May 26, 2021 · This article calls out the need to include practices in learning object development that goes beyond UDL so that learning objects are inclusive.
  54. [54]
    A framework to foster accessibility in post-pandemic virtual higher ...
    Jul 30, 2024 · This contributed to the creation of a repository of accessible learning objects as well as a specialised tool for adapting accessible content.
  55. [55]
    Remote STEM education in the post-pandemic period: challenges ...
    Dec 23, 2024 · Setting accessibility preferences about learning objects within adaptive elearning systems: User experience and organizational aspects.
  56. [56]
    Enhancing students performance through dynamic personalized ...
    This approach allows students to obtain customized learning objects ... utilize knowledge levels, student and authors history, format, and language of learning ...
  57. [57]
    Innovating Personalized Learning in Virtual Education Through AI
    By applying AI techniques to classify learning objects and generate tailored content recommendations, we developed a dynamic and adaptive learning model capable ...
  58. [58]
    [PDF] knowles.pdf - Journal of Online Learning and Teaching
    This paper summarizes the results of an evaluation of students' perspectives comparing learning from a multimedia casebased learning object with learning from ...
  59. [59]
    [PDF] THE EFFECTS OF USING LEARNING OBJECTS IN TWO ... - ERIC
    A case study including difficult mathematics concepts are taught by using LOs and a positive increase has been seen on academic achievement of students who are ...
  60. [60]
    Open Educational Resources and the Impact of MERLOT on ...
    Wiley was a visionary who saw how internet access and shared learning resources could transform education. Wiley saw learning objects as “poised to become ...
  61. [61]
    Evaluating a Reusable Learning Object Strategy
    Mar 1, 2004 · The ability to reuse content offers the potential to reduce design and development time and costs. Reusable learning objects increase the speed ...
  62. [62]
    [PDF] Repurposing learning objects: a sustainable alternative? - ERIC
    This paper proposes a sustainable and participative approach to reuse that involves repurposing learning objects for different discipline areas. For some time ...
  63. [63]
    Build Once, Train Often: The Power of Content Reusability and ...
    Jul 17, 2025 · These reusable learning objects (RLOs) can be anything from videos and assessment questions to interactive simulations or explainer blocks.
  64. [64]
    The Reusability Paradox - ResearchGate
    The reusability paradox describes that 'if a [resource] is useful in a particular context, by definition it is not reusable in a different context. ... What's ...
  65. [65]
    [PDF] Overcoming the Limitations of Learning Objects
    Oct 1, 2004 · As Wiley and colleagues have described previously, learning object use is more accurately understood as contextualization (Wiley, Recker, & ...
  66. [66]
    Metadata quality in learning object repositories: A case study
    Aug 7, 2025 · Purpose – This paper aims to address the issue of poor quality of metadata records describing educational content in Learning Object ...
  67. [67]
    A theoretical and empirical analysis of tensions between learning ...
    Jun 12, 2025 · This study offers a structured comparison of traditional LO design principles and constructivist learning metaphors—acquisition, participation, ...
  68. [68]
    The Digital Divide and COVID-19 - RAND
    Sep 24, 2020 · Challenges related to technology—especially internet access—appeared to shape students' engagement in learning and teachers' communication with ...Missing: objects | Show results with:objects
  69. [69]
    4. How COVID-19 impacted Americans' relationship with technology
    Feb 12, 2025 · COVID-19 thrust long-standing digital divides into the spotlight, from gaps in internet access by age and income to struggles with reliable ...Missing: objects | Show results with:objects
  70. [70]
    Ethical and regulatory challenges of Generative AI in education
    Jun 29, 2025 · It raises critical ethical concerns, including data privacy, algorithmic bias, and educational inequality, requiring comprehensive regulatory frameworks and ...Missing: objects | Show results with:objects
  71. [71]
    Learning Objects and the E-Learning Cost Dilemma - ERIC
    The creation of quality e-learning material creates a cost dilemma for many institutions, since it has both high variable and high fixed costs.
  72. [72]
    [PDF] Learning Object Repositories: Problems and Promise
    The way IP is addressed might range from a policy not to accept anything that has any property restrictions on it, to a single, standard, one size fits all.