Monday, 5 February 2024

EDU13.2 Unit III: Material Design for Curriculum Transaction in e-platform e-content design and development

 

Unit III:

Material Design for Curriculum Transaction in e-platform e-content design and development

▪ e-content authoring

▪ e-Padasala and Brihaspathi NMEICT

▪ Short Learning Objects (SLOs) and Reusable Learning Objects (RLOs)

E. content design and development

Ø                  e-content means content in the electronic form. It encompasses Texts and digital learning resources. It is delivered or transmitted over network- based electronic devices and we also need internet.

  • Ø  It is  a combination of text,  audio, images, animation with visual effects etc.
  • Ø  These could be digital textbooks, workbooks, articles, videos, or multimedia.
  • Ø  Now it is a growing trend in higher education that the course materials are switching from traditional textbooks to digital texts.

 Why E-content?

Ø  It promotes fast constitution of content matters. It can transact to any destination from a single source within s short time. E- content ensures:

v Digital generation

v Knowledge explosion

v Multi Sensory Learning

Ø  The e-content promote direct experiences. It is supportive for self activity based learning. It is saying that an individual remember –


20% of what we HEAR

30% of what we SEE

50% of what we SEE and HEAR

80 % of what we SAY

90% of what we SAY and DO

·         E content helps to have SAY and Do.

·         E content can be used as a reusable learning objective (RLOs)

·         E content can be seen as a tool to improve understanding, motivation of learners, to provide a safe environment for learners to explore.

·         A well-developed e content can be delivered many times to different learners.

·         Individual course components i.e., units, lessons and media elements such as graphics and animation can be reused in different contexts.

 DESIGN AND DEVELOPMENT OF E-CONTENT

·         e-content Design and development will depend up on the nature of the content and the learners.

·         It is also depend on the quality and complexity of the learning you wish to create.

·         The quality and complexity of the learning you wish to create will also influence the e-content you create.

·         Varous instructional design models are available according to our requirements.

·         Most of the models involved the process of analysing the learner needs and goals of the instructional material development, development of delivery system and content, pilot study of the material development, implementation, evaluation, refining the materials etc

·         In designing and development of e-connect we have to adopt one of the instruction design models based on our requirements

·         There are several approaches that explain the designer development process of e-content in development

·         The most popular and common model used for creating instructional material is the ADDIE model

·         The abbreviation stands for the five phases involved in the model. They are

ANALYSE

DESIGN

DEVELOPMENT

IMPLEMENT

                                    EVALUATE

·       This model is initially developed by Florida State University to the process involved in the formulation of an instructional system development

 Description of each phase;

 Analysis

·       In this phase the overall plan for developing educational content takes place

·       It involves identifying the characteristics of learner, learning environment, time, resources etc

·       It is related to analyzing the learning needs, context, learner, task and content.

 Design

·       After analysing task, a planning document is prepared- here Convent is thoroughly analysed and logically organised

·       Is to be structure logically following symbol to Complex non to unknown concrete to abstract general to specific et cetera

 Development

·       In this computer programs are developed and integrated them in one product

·       Preparation of supplementary materials audio video takes place

·       It is related to the creation of Doraemon story board is scripting the entire course content

 Implement

·       In this face materials are distributed to learners

·       This face explains how to install and how to install and how to use it and the difficulties experience the while using e-connect

·       Ensure that the website is functional If the material is on the website

 Evaluation

·       This phase considers feedback from both learners and instructors.

·        After the feedback reactions, the e-content is designed again as postproduction for effective delivery of e-content.

·       The evaluation phasses consists of two parts that is

o   Formative evaluation and

o   Summative evaluation.

·       Formative evaluation is present in each stage of the ADDIE process.

·       Summative evaluation determines the adequacy of the distributed materials in achieving the course objectives.

·       Material is to be revised at all the stages based on the feedback received.

What is meant by e content authoring? (1 mark)

·                   E-content authoring refers to the process of creating digital educational or instructional materials for online learning. It involves the development and assembly of content that can be delivered and consumed through electronic mediums like computers, tablets, or smartphones. The content can be text, images, videos, audio files, interactive elements, quizzes, assessments, simulations, and more.

·       Authors or content creators use specialized software or authoring tools to design, organize, and produce these materials.

The process typically includes:

Planning: Defining learning objectives, target audience, content structure, and instructional  strategies.

Content Creation: Developing the actual content using multimedia elements, text, graphics, and interactive components.

Integration: Incorporating various multimedia elements and interactive features into a cohesive learning experience.

4.   Testing and Assessment: Evaluating the content to ensure it meets learning objectives and conducting assessments or tests to gauge learner understanding.

5.  Publishing or Deployment: Making the content accessible through learning management systems (LMS), websites, or other platforms for learners to access.

 

E-content Authoring Tools

v An e-learning authoring tool is a software package that can be used to create and modify web content for other people to use. Blogging, wikis, online forums, and so on are examples. E-content developers can use this tool to create, package, and deliver e-content to learners.

v 'An authoring tool is defined as a software application used to create multimedia content typically for delivery on the world wide web (www)' according to Wikipedia.

v To create e-content, a variety of tools are available. E-learning tools include Microsoft Power Point and word processors. These tools are ineffective for presenting interactivity, testing, and scoring. Examples, illustrations, animations, audio, video, interactivity, and other elements are assembled to create interactive content.

v We can use authoring tools, also known as author-ware, for this purpose.

v Using authoring tools, one can create visually appealing and functional graphics. An authoring tool, also known as author-ware, is a programme that aids in the creation of hypertext or the use of multimedia applications.

v Authoring tools enable authors or e-content developers to incorporate or use a wide range of media to create professional, engaging, and interactive e-content.

Features of e-content authering tools are

§  ease of use quality of e-Learning output

§  speed and efficiency of authoring

§   Scalability

Types of authoring tools

    1) Microsoft PowerPoint: It is a presentation software used to create slideshow. It allows users to add audio and video clips in a presentation

2) Flash: it is a popular method for adding animation and interactivity to web pages. it is used to create animation advertisements and various web pages

3) Front page and Dream weaver: it is a tool used to create webpages. They provide an easy way to create links and images without need to know about HTML

4) Elucidate : it is a cloud based ordering tool that is designed to create high quality e-learning. It to provide others with the detailed data on how learners are interacting with their course. It is easy for multiple others to work on the same project at once

5. Adobe Captivate: this software supports a wide range of media,including images,videos,animation, PowerPoint presentation etc. Here one can published courses and as Android or Window apps for mobile users

6. Lectora online : this tool provide course SS in mobile devices like phone or tablets. Can a QR code with the smartphone to view courses. It also promotes a collaborative work environment where uses can add notes and create assignments

INTERACTIVE FEATURES are : Quizzes and Assessments: These include multiple-choice questions, fill-in-the-blanks, matching exercises, and other forms of assessments that provide immediate feedback to learners.

Interactive Videos: Videos with embedded quizzes, clickable hotspots, or decision points where viewers can choose different paths within the video, enhancing engagement and interactivity.

Simulations and Scenarios: These replicate real-life situations where learners can make decisions and see the consequences, aiding in practical learning.

Drag-and-Drop Activities: Learners can drag items to specific locations or categories, helping reinforce understanding through hands-on interaction.

Gamification Elements: Adding game-like elements such as badges, points, leaderboards, and progress bars to motivate learners and make learning more enjoyable.

Interactive Infographics: Infographics that allow users to click or hover over elements for more information or to reveal hidden details, making data more engaging and understandable.

Branching Scenarios: These present learners with choices that lead to different paths or outcomes, allowing them to explore various consequences based on their decisions.

Collaborative Tools: Features that enable learners to collaborate with peers, such as discussion boards, group projects, or shared documents.

Interactive eBooks or Flipbooks: Digital books with embedded multimedia elements, clickable links, animations, or interactive exercises.

Virtual Reality (VR) or Augmented Reality (AR) Elements: Advanced technologies that immerse learners in simulated environments, allowing them to interact with content in a more immersive way.

Forms of E-content

a)      Short Learning Objects (SLO)

b)     Learning objective modules.

·         Short Learning Objects (SLO) – Granules, 3-4 Minutes, New Way of Thinking about Learning Content

https://ijariie.com/AdminUploadPdf/Smart_People_Smart_Content__A_New_Trend_of_Education_C_1283.pdf

LEARNING OBJECTS:

·       Wayne Hodgins coined the term "learning object" in 1994.

·       Because these digital materials are designed to be easily reused in a wide range of teaching and learning situations, it quickly gained popularity among educators and instructional designers.

·       It is necessary to understand the meaning of asset(item) before understanding the meaning of learning object.

·       according to Wikipedia..'Asset' is defined as the smallest, indivisible digital unit for information transfer, such as a picture or a short text, a simple picture/text combination, or a small and simple animation

 Learning object Modules- Larger and Independent; With Objectives, Experiences and Assessment; 25-30 Minutes of Multimedia

Repository of E-content in India- CEC – Consortium for Educational Communication

Website www.cec.nic.in

Parts of an e-content module

·         Objectives of the content

·         Summary of the content

·         Multimedia part- Audio / Video

·         Whole Text of the Video/ Audio content

·         Reference

·         Assignment

·         Downloads including Frequently Asked Questions (FAQ)  and Supporting materials

·         Links to a blog based on the E-content         

 

Major quadrants of E – content modules are:

1.      The e -text

2.      The PPT

3.      The FAQs or evaluator questions

4.      E resources

 

Steps in the development of E-content module

·         Identifying the area for e-content module development

·         Formulating the Objectives of the module

·         Writing the Summary of the content

·         Preparing a story board for the AV part

·         Shooting the necessary parts with the help of Video camera/ Camcorder or even high resolution Mobile Camera

·         Developing the Multimedia part (Audio / Video) by mixing (using appropriate Mixing software) the videos shot, videos downloaded (if any), Presentations on PowerPoint or Open Office Presentation Software and Music / background score etc. – For this help from Professionals can make the e-content better.

·         Giving adequate Reference- both Links to websites as well as Books/ Journals etc

·         Giving tasks Assignment and necessary Feedback

·         Providing links for Downloads including Frequently Asked Questions (FAQ)  and Supporting materials

·         Providing Links to a blog based on the E-content.

What should a teacher do in developing e-content in English in India focus on?

 

Creating e-content for English language teaching in India requires addressing learners' specific needs, challenges, and contexts. When creating e-content for English language education in India, teachers should consider the following key factors:

1. Cultural relevance:

Consider Indian culture.

• Make content culturally relevant and relatable to Indian students.

• Use examples, scenarios, and literature that reflect the diversity and cultural nuances of India.

2. Multilingual Approach: Include regional languages.

• Recognise India's multilingual context.

• Provide content in English while acknowledging and incorporating regional languages where possible.

3. Customization for Diverse Learners:

Accommodate Diverse Learning Styles:

• Recognize the diversity in learning styles and preferences.

• Provide a variety of multimedia content (videos, audio, interactive exercises) to cater to different learning preferences.

4. Create interactive and engaging content by utilising technology creatively.

• Create interactive content to engage students actively.

• Use multimedia resources, interactive quizzes, and gamified elements to increase student engagement.

5. Apply English to real-life situations.

• Teach English in real-world contexts relevant to Indian students.

• Use examples and scenarios relevant to learners' daily lives.

6. Inclusive Content:

• Consider students' diverse backgrounds when creating content.

• Foster a welcoming and inclusive learning environment, avoiding stereotypes.

7. Adaptability to Various Proficiency Levels:

        Recognise that students' English proficiency levels may vary.

         Offer content suitable for all skill levels, including beginners and advanced learners.

8.     Assessment and Feedback:

• Incorporate continuous assessment mechanisms into e-learning content.

• Offer timely and constructive feedback to help students track their progress.

9. Language Skills Integration: Integrate All Language Skills:

• Design e-content that addresses all language skills: reading, writing, listening, and speaking.

• Offer balanced activities that promote overall language development.

10. Develop critical thinking skills and encourage analysis.

• Promote critical thinking through thought-provoking content.

• Include activities for analysis, discussion, and reflection.

11. Accessible Design:

• Ensure e-content is accessible to students of various abilities.

• Use inclusive design principles to make content accessible for all learners.

12. Professional Development for Teachers:

• Train teachers on how to effectively use and integrate e-content into their teaching practices.

13. Alignment with Curriculum:

        Ensure e-content meets national and regional curriculum standards.

        Ensure seamless integration with existing educational frameworks.

14. Collaborative Learning:

        Encourage students to collaborate through online forums, group projects, or virtual discussions.

        Encourage the exchange of ideas and perspectives.

15. Support for English Language Proficiency Exams:

• Prepare for language exams by providing content aligned with common exams.

• Provide practice exercises and mock tests to prepare students for assessments.

16. Adaptability to Digital Infrastructure: Consider Technology Access:

• Consider students' access to technology.

• Ensure e-content is accessible on commonly used devices by learners.

17. Continuous Improvement and Feedback Loop: Ask for student and teacher feedback.

• Establish mechanisms for gathering feedback from students and teachers.

• Use feedback to continuously improve and update e-content.

By focusing on these factors, teachers can create e-content that is not only effective in improving English language skills but also culturally relevant, inclusive, and engaging for students in the Indian context.

Learning Object Modules, Short Learning Objects & Reusable Learning Objects

 

Learning Object Modules (LOMs) are self-contained educational units that encapsulate\ summarize a specific learning concept or objective. These modules are designed to be reusable, flexible, and interoperable across various learning environments. Each Learning Object Module typically includes:

Content: This encompasses the instructional material, which could be text, images, videos, simulations, or any other form of multimedia.

Learning Objectives: Clearly defined goals or outcomes that learners are expected to achieve after engaging with the module.

Assessment: Evaluation methods or activities to measure the learners' understanding or mastery of the learning objectives. This might include quizzes, tests, or interactive exercises.

Metadata: Information about the learning object, such as its title, description, author, keywords, intended audience, and technical specifications. Metadata helps in cataloging and searching for specific learning objects within a repository or learning management system.

Interactivity: Some LOMs may include interactive elements that engage learners and enhance the learning experience, such as quizzes, simulations, or branching scenarios.

Accessibility and Reusability: LOMs are designed to be easily accessible and reusable in various contexts, allowing educators and instructional designers to integrate them into different courses or learning environments.

The concept of Learning Object Modules aligns with the idea of modular learning, where educational content is broken down into smaller, self-contained units. These units can be combined or rearranged to create customized learning experiences tailored to different learners' needs or to fit within various instructional designs or curricula.

LOMs are often part of larger repositories or libraries of educational content, enabling educators to efficiently locate, select, and integrate them into their teaching materials or learning management systems. The modularity and flexibility of LOMs contribute to their utility in personalized and adaptive learning environments.

 

SHORT LEARNING OBJECTS (SLOS)

 

·       Short Learning Objects (SLOs) are compact, self-contained units of learning content designed to deliver specific learning outcomes in a concise and focused manner. These bite-sized learning modules serve various purposes:

Targeted Learning: SLOs focus on specific learning objectives, allowing learners to concentrate on a particular topic or skill without being overwhelmed by excess information.

Flexible Learning: Their short format makes SLOs flexible and easily digestible. Learners can access them on-the-go or integrate them into larger learning paths as needed.

Adaptability: SLOs can be used across different contexts and learning environments. They can supplement existing courses, act as standalone resources, or be integrated into a broader curriculum.

Microlearning: SLOs are a part of the microlearning approach, breaking down complex topics into smaller, manageable units that promote better retention and engagement.

Just-in-Time Learning: They offer quick access to specific information or skills when learners need immediate guidance or assistance.

Engagement and Retention: Due to their concise nature and often interactive format, SLOs tend to engage learners more effectively, increasing information retention.

Assessment and Reinforcement: SLOs can include assessments or activities to reinforce learning, providing immediate feedback to learners.

Cost and Time Efficiency: Creating shorter learning objects can be more cost-effective and less time-consuming compared to developing comprehensive courses, making them a practical option for organizations with limited resources.

In summary, SLOs serve as efficient and targeted learning tools that cater to specific learning needs, promote engagement, and offer flexibility in accessing learning content. They align well with the modern learner's preferences for short, focused, and easily accessible learning materials.

CHARACTERISTICS OF SLO

Digital: available online

Self contained: each learning object can be taken independently

Reusable: it can be used in multiple context.

Searchable: easy to find learning material.

 

REUSABLE LEARNING OBJECTS (RLOS)

Reusable Learning Objects (RLOs) are self-contained educational components designed to be repurposed across multiple learning contexts, courses, or educational programs. These objects are created with the intent of being used and reused in various learning environments, providing flexibility and efficiency in instructional design and content development.

Characteristics of RLO

 Digital: available online

 Self contained :each each learning object can be taken independently

 Reusable : a single or a love may be used in multiple contacts for multiple purposes

 Searchable: easy to find learning material

RLO: are small units of learning (5-15 minutes )

 Flexible: easy to update and change

 Enhance student centered learning

Key characteristics of Reusable Learning Objects include:

Granularity: RLOs are typically granular, meaning they focus on specific learning objectives or concepts. This granularity allows them to be easily integrated into different learning modules or courses.

Independence: They are self-contained and independent, capable of standing alone or being combined with other learning objects to create a comprehensive learning experience.

Standardization: RLOs are often created following standardized formats, allowing for interoperability across different platforms, learning management systems, or educational technologies.

Metadata and Tagging: Like Learning Object Modules (LOMs), RLOs are accompanied by metadata—descriptive information such as titles, descriptions, keywords, and learning objectives. This metadata helps in cataloging, searching, and retrieving the objects from repositories or databases.

Adaptability: RLOs are adaptable to different learning styles, preferences, and contexts. They can be repurposed, combined, or customized to suit specific educational needs.

Reusability: The primary advantage of RLOs is their reusability. Once created, these learning objects can be utilized and repurposed in various instructional settings without the need for significant modifications.

Common examples of Reusable Learning Objects include interactive simulations, instructional videos, quizzes, animations, diagrams, or modules focused on specific topics or learning outcomes.

The concept of RLOs supports the efficient development, sharing, and delivery of educational content, contributing to more streamlined and cost-effective instructional design processes across diverse educational settings.

 

e-PG Pathshala.

(https://www.academia.edu/36394488/Role_of_Indian_Government_Portal_e_PG_Pathshala_in_Digital_Literacy

        The e- Pathshala is an open access educational dedicated portal. This portal is an MHRD project being developed by a dedicated team of National Mission on Education through ICT (NME-ICT) department staff under UGC guidelines.

        The primary goal is to meet each postgraduate learner's curriculum and course content requirements (National Mission on Education through Information and Communication Technology, n.d, p. 9-10).

        E-Padasala Provide educational resources for teachers, students, parents, researches and educators which are available on web, android etc

         The resources are available in English Hindi and Urdu language

         The students can get assess of all educational material, including text books, audio video, periodicals through e-padasala. These materials can be downloaded by the user for offline use with no limits on downloads.

        It has the best class of subject experts available to help students develop. These professors come from a variety of institutes and universities.

        The digital library portal of e-PG Pathshala ensures to meet the best standards in each seventy disciplines. As a result, qualitative teams of coordinators, investigators, multimedia managers, content writers, and reviewers have provided each discipline and subject.

        This website is a virtual library of over eighteen thousand (18,000) e-texts, over seventeen thousand (17,000) learning videos, over three thousand two hundred (3200) experts, and over thirty thousand (30,000) quizzes, with a total count of approximately 77 subjects and 723 papers from a multidisciplinary context.

        The key component of the educational system is the content and its quality.

        This initiative, known as e- PG Pathshala, is developing high-quality, curriculum-based, interactive content in all disciplines of social sciences, arts, fine arts & humanities, natural & mathematical sciences, linguistics, and languages.

 

Benefits for students

         easy access to any information

         Real life exposure for better learning

         Can publish articles and participate in discussion forums

         Facility to browse books online

         Social networking

 

Brihaspati

https://www.researchgate.net/publication/228867320_Brihaspati_An_Open_Source_e-learning_platformhttps://core.ac.uk/download/pdf/333967253.pdf

        Brihaspati Virtual classroom” is an open-source freeware e-learning platform. A platform-independent tool for a web-based e-learning system supported by the E-learning Division of MCIT, IIT Kanpur, and the NMEICT of the Ministry of Human Resources Development. . it is an open platform for learning.

        This platform was created to allow faculty and students at Indian Institute of Technology Kanpur to share lecture notes using web-based infrastructure.

        It is currently used in many places throughout India.

        Administrator or admin has the main authority of Brihaspati. The cost of the software is free. Anybody can login to Brihaspati as a guest. In this case the username and password both be guest. But the instructor and the student accounts are created by the admin.

         It is a very user-friendly open-source framework and can be used effectively to build e-education applications.

         Brihaspati gives full freedom to the instructor and the students to come in contact with each other through email chat and discussion Boards.

Functions of Brihaspati :

content publishing : instructor can published cotton material in any format.

Chat and whiteboard : the users can communicate online. The users have to be logged on at the same time for this. live discussion over the internet is possible

Student management: the instructor can manage shouldn't detail in his own course, including addition, deletion and modifications

Remote course: The Instructor can sell or buy course content from another Institute using Brihaspati 2 LMS

Surveys: admin can set up surveys to take feedback of the courses. it can be used to evaluate the instruction.

Academic Evaluation: The instructor can conduct online test. Assignments and projects can be submitted online and graded.

        Many design flaws were discovered during the first phase of development, resulting in the creation of Brihaspati-2, the second version.

        Brihaspati synch has also been developed in response to the need to deliver lectures via the Internet. It is built over Java and works over IPv4 multicast for conducting live virtual classroom sessions.

National Mission in Education through ICT(NMEICT)

 

https://www.aicte.india.org/downloads/National%20Mission%20on%20education.pdf

        National Mission on Education through Information and Communication Technology  (NMEICT), is a project undertaken by the Ministry of Human Resources Development (MHRD) to provide quality educational content to all learners.

        It provide high quality e-content free of cost to all learners in the country.

        The three cardinal principles of Education Policy are access, equity, and quality, could be well served by providing connectivity to all colleges and universities, low-cost and affordable access-cum-computing devices to students and teachers, and free high-quality e-content to all learners in the country. NMEICT includes all three components.

The Mission has two major components:

                   a. providing connectivity to institutions and learners, provision for access devices.

                    b. Content generation: It aims to bridge the digital divide, i.e. the gap in skills to use computing devices for teaching and learning among urban and rural teachers/learners in the Higher Education domain.

                    It provide facility to perform experiments through virtual laboratories, on-line testing and certification, on-line availability of teachers to guide and mentor learners, use of available Education Satellite (EduSAT) and Direct to Home platforms, and so on.

                    Under the Mission, vocational education would be strengthened through ICT, and classroom instruction would be supplemented. Quality enhancement of teaching through digital empowerment of teachers would bridge the digital divide under the Mission, and experts and teachers would be available online to answer students' questions.

Major objectives of NMEICT

1.     To use ICT in enhancing teaching and learning process

2.     Building knowledge network with Institutions of Higher Learning in the country

3.     Spreading digital literacy for teacher empowerment

4.     Research for developing efficient learning modules

5.     Availability of e-knowledge contents, free of cost.


1.  e Content authoring means the —————— of content.

(a) creating     (b) referencing           (c) listing        (d) linking

2. What is meant by e content authoring? (1 mark)

3) What is the use of a Short Learning Object (SLO)? (2)

4) NMEICT does NOT have the characteristics of learning.

A) online         B) open access                        C) asynchronous         D) blended

Write a short note on e-pathshala.


People, Development and Environment Introduction Seasons and Climate classifications Drainage : River systems Industrial and Transportatio...