Engineering of E-Learning Content Creation: Case Study for African Countries

This research addresses the use of an e-Learning creation methodology for learning objects. Throughout the process, indicators are being gathered, to determine if it responds to the main objectives of an engineering discipline. These parameters will also indicate if it is necessary to review the creation cycle and readjust any phase. Within the project developed for this study, apart from the use of structured methods, there has been a central objective: the establishment of a learning atmosphere. A place where all the professionals involved are able to collaborate, plan, solve problems and determine guides to follow in order to develop creative and innovative solutions. It has been outlined as a blended learning program with an assessment plan that proposes face to face lessons, coaching, collaboration, multimedia and web based learning objects as well as support resources. The project has been drawn as a long term task, the pilot teaching actions designed provide the preliminary results object of study. This methodology is been used in the creation of learning content for the African countries of Senegal, Mauritania and Cape Verde. It has been developed within the framework of the MACbioIDi, an Interreg European project for the International cooperation and development. The educational area of this project is focused in the training and advice of professionals of the medicine as well as engineers in the use of applications of medical imaging technology, specifically the 3DSlicer application and the Open Anatomy Browser.

Collaborative Web Platform for Rich Media Educational Material Creation

This paper describes a platform that faces the main research areas for e-learning educational contents. Reusability tackles the possibility to use contents in different courses reducing costs and exploiting available data from repositories. In our approach the production of educational material is based on templates to reuse learning objects. In terms of interoperability the main challenge lays on reaching the audience through different platforms. E-learning solution must track social consumption evolution where nowadays lots of multimedia contents are accessed through the social networks. Our work faces it by implementing a platform for generation of multimedia presentations focused on the new paradigm related to social media. The system produces videos-courses on top of web standard SMIL (Synchronized Multimedia Integration Language) ready to be published and shared. Regarding interfaces it is mandatory to satisfy user needs and ease communication. To overcome it the platform deploys virtual teachers that provide natural interfaces while multimodal features remove barriers to pupils with disabilities.

Defining Programming Problems as Learning Objects

Standards for learning objects focus primarily on content presentation. They were already extended to support automatic evaluation but it is limited to exercises with a predefined set of answers. The existing standards lack the metadata required by specialized evaluators to handle types of exercises with an indefinite set of solutions. To address this issue existing learning object standards were extended to the particular requirements of a specialized domain. A definition of programming problems as learning objects, compatible both with Learning Management Systems and with systems performing automatic evaluation of programs, is presented in this paper. The proposed definition includes metadata that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the evaluation engine; and the roles of different assets - tests cases, program solutions, etc. The EduJudge project and its main services are also presented as a case study on the use of the proposed definition of programming problems as learning objects.

Knowledge Mining in Web-based Learning Environments

The state of the art in instructional design for computer-assisted learning has been strongly influenced by advances in information technology, Internet and Web-based systems. The emphasis of educational systems has shifted from training to learning. The course delivered has also been changed from large inflexible content to sequential small chunks of learning objects. The concepts of learning objects together with the advanced technologies of Web and communications support the reusability, interoperability, and accessibility design criteria currently exploited by most learning systems. These concepts enable just-in-time learning. We propose to extend theses design criteria further to include the learnability concept that will help adapting content to the needs of learners. The learnability concept offers a better personalization leading to the creation and delivery of course content more appropriate to performance and interest of each learner. In this paper we present a new framework of learning environments containing knowledge discovery as a tool to automatically learn patterns of learning behavior from learners' profiles and history.