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United States Distance Learning Association

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Table 1.<br />

Goals of <strong>Learning</strong> Object Design<br />

Goals<br />

Reusability<br />

Interoperability<br />

Durability<br />

Accessibility<br />

Descriptions<br />

<strong>Learning</strong> content modularized into small units of instruction suitable for assembly and<br />

reassembly into a variety of courses<br />

Instructional units that interoperate with each other regardless of developer or<br />

learning management system<br />

Units of instruction that withstand ever-evolving delivery and presentation<br />

technologies without becoming unusable<br />

<strong>Learning</strong> content that is available anywhere, anytime—learning content that can be<br />

discovered and reused across networks<br />

Source: Web Based Training Information Center (2007).<br />

support learning” (Wiley, 2000). This definition,<br />

even though it is broad and allows<br />

for almost any item to be classified as a<br />

learning object, does narrow the field<br />

down to digital items only. The digital item<br />

is representative of what is used in the<br />

world of online instruction. In online<br />

instruction the learning object must be digital<br />

to allow for delivery to the student via<br />

technology. A very good analogy and<br />

excellent visual imaginary of what learning<br />

objects are is the LEGO metaphor (Wiley<br />

2000). The LEGO metaphor simply demonstrates<br />

how learning objects can be connected<br />

in various ways to create multiple<br />

learning experiences. A child can build<br />

many different items by using the same<br />

LEGO blocks by connecting them in different<br />

ways and combinations just like an<br />

instructor can build various learning experiences<br />

by connecting learning objects in<br />

different combinations.<br />

Another guiding factor in defining<br />

learning objects is the term “chunk.” Most<br />

learning objects are just small definable<br />

chunks of learning. They can be used as<br />

stand-alones or can be combined with<br />

other chunks to create a lesson or support<br />

a particular learning objective. The chunk<br />

factor could also be visualized as building<br />

blocks. Most of us are probably more familiar<br />

with the building block analogy, but<br />

most experts are now identifying learning<br />

objects as chunks to demonstrate their use<br />

in either linear or nonlinear learning,<br />

whereas the building blocks have always<br />

been associated with being able to build<br />

upon each other. This element is still viable<br />

with learning objects, but the terminology<br />

has changed some.<br />

<strong>Learning</strong> objects in their simplest form<br />

are quick items of instruction or information.<br />

They are designed to support the<br />

learning objectives of the course or training<br />

module and at times become the primary<br />

means of delivering the lesson. The<br />

whole premise of a learning object is<br />

developed around four basic goals; reusability,<br />

interoperability, durability, and<br />

accessibility (see Table 1).<br />

Imagine purchasing new equipment for<br />

a lab or multimedia equipment for a<br />

school. These four goals would probably<br />

be the same goals used to help make the<br />

decision of purchase. Is the equipment<br />

reusable Is it something that can be used<br />

throughout the entire school How durable<br />

is it Will it be accessible to the majority<br />

These are smart and logical questions<br />

that must be asked before designing and<br />

even using a learning object. Designers<br />

must build learning objects with these four<br />

goals in mind, and users must filter the<br />

objects they will use by gauging them<br />

against these same four goals.<br />

Other items must be looked at as well<br />

when deciding to use and/or build learning<br />

objects. First, why even build a learning<br />

object One of the main reasons always<br />

given is cost. To help limit expenditures,<br />

Volume 4, Issue 4 <strong>Distance</strong> <strong>Learning</strong> 75

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