Recent studies about the unification of the
existing concepts into a single definition of learning object suggest
the possibility of coexistence of all the available definitions
(McGreal, 2004). According to McGreal’s study on existing
learning object characte-rizations, five definitions –ranging
from general to specific– coexist:
- Anything and everything.
- Anything digital, whether it has an educational purpose or
not.
- Anything that has an educational purpose.
- Digital objects that have a formal educational purpose.
- Digital objects that are marked in a specific way for educational
purposes.
-- figure 1 --
According to the first definition, the use of an object is what
determines whether or not the object becomes a learning object,
and thus everything that exists (the univer-sal concept) can be
considered a learning object. Nevertheless, in software-based representations,
the only objects considered in practice as existing (in the sense
of being able to ‘talk’ about them) are those that are
represented. In our case, the scope of representation is that of
the different elements of the ontology. Taking OpenCyc as a case
of ontological representation, the term Thing, defined in Opencyc
as “the collection which, by definition, contains everything
there is”, subsumes anything that may eventually be considered
a learning object. This definition has the obvious draw-back of
not adding any defining characterization to the concept.
Learning can be considered an Event, defined in Opencyc as “a
dynamic situation in which the state of the world changes.”
Accordingly, everything that is linked to the representation of
learning activities, or declared to have educational purpose in
some way, should be considered a learning object. In addition, some
axioms could automatically classify some things as learning objects.
For example, “every Book classifies as a learning object”.
These are examples of concrete characterization of classes of learning
objects, which can be used for practical applications.
In consequence, the first definition may be interpreted in the
following way: “[1] LearningObject-AsAnything: learning objects
are things that either have been used in learning events or have
been provided with descriptions that specify possible usages in
learning”. The latter part of the sentence still requires
much clarification, but it can be used provisionally until more
detailed clarifications are proposed. An example of learning object
that fits this definition would be a text book, a pen, or a printed
copy of this chapter. Figure 1 depicts both this and the rest of
definitions being discussed.
The second definition introduces the concept of “digital
object” in an attempt to further specifying that learning
objects are artifacts. The term ComputerFileCopy is defined in Opencyc
as “an information bearing thing that is identified as a unit
by a unique name, and which is object-like in an important respect”.
Examples include individual image files, text files, sound files
and executables stored on some ComputerStorageDevice (defined as
“the collection of devices used by computers to store information”).
Consequently, the term ComputerFileCopy can be used as a possible
characterization of the concept, since it requires unique identification,
and is not restricted to “data” but instead subsumes
programs in a general sense. Thus the following definition can be
used “[2] LearningObject-AsAnythingDigital: learning objects
are LearningObject-AsAnything instances that are subsumed by ComputerFi-leCopy”.
An example of learning object that fits this definition would be
the PDF version of this chapter.
The third definition introduces a consideration of purpose. In
this case, the purpose should be interpreted as something that was
present in the act of Designing (“the act of designing something,
be it clothing, cars, computer chips or buildings”, as defined
in OpenCyc) the learning object, which entails the associated restriction
of learning objects to be Artifacts, i.e. at least partially tangible
things intentionally created by an Agent (or a group of Agents working
together) to serve some purpose or perform some function, which
separates them from “natural” things. This leads to
definition [3]: “LearningObject-AsAnythingWithEducationalPurpose:
learning objects are Lear-ningObject-AsAnything instances that have
somewhat a record of the educational purpose put in the object in
the act of its Designing”. Here “record” is used
in a ge-neric sense and it may simply include the trace of the one
that created it. Further, it can be considered that some tacit traces
of an object again exist, as having being created with an educational
purpose. An example of learning object that fits this definition
would be a digital unit including both a PDF version of this chapter
purposefully designed to serve a particular educational purpose,
and a metadata record including specific information on the pedagogical
use and goals of the chapter in an educational context.
Since the purpose in the design is an intellectual process, a notion
of “record” of it should be introduced. Such purpose
may be internal to the learning object, e.g. the “objectives”
section in a Web page, but it could also be tacit, i.e. when it
takes a form that is easily recognizable as an educational artifact.
This may be the case of slide presentations. That notion of “record”
of the purpose is deliberately kept open to divergent interpretations.
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