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Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education
Kurilovas, Eugenijus; Dagiene, Valentina – Electronic Journal of e-Learning, 2010
The main research object of the paper is investigation and proposal of the comprehensive Learning Object Repositories (LORs) quality evaluation tool suitable for their multiple criteria decision analysis, evaluation and optimisation. Both LORs "internal quality" and "quality in use" evaluation (decision making) criteria are analysed in the paper.…
Descriptors: Electronic Learning, Architecture, Opinions, Evaluation Criteria
Godwin, Stephen; McAndrew, Patrick; Santos, Andreia – Electronic Journal of e-Learning, 2008
Web-enabled technology is now being applied on a large scale. In this paper we look at open access provision of teaching and learning leading to many users with varying patterns and motivations for use. This has provided us with a research challenge to find methods that help us understand and explain such initiatives. We describe ways to model the…
Descriptors: Resource Units, Technology Uses in Education, Educational Technology, Shared Resources and Services
Costelloe, Eileen; Sherry, Elisabeth; Magee, Patricia – Electronic Journal of e-Learning, 2007
Teaching programming to novices has proved challenging for both learner and lecturer due to the abstraction and complexity of the subject matter. The work described in this paper is part of an EU funded Minerva project called TUPULO (Teaching Undergraduate Programming Using Learning Objects) which aims to address the challenges faced by novice…
Descriptors: Programming, Undergraduate Study, Resource Units, Constructivism (Learning)
Adams, Andrew; Williams, Shirley – Electronic Journal of e-Learning, 2006
Customer-Driven Development is a technique from the software development method called extreme Programming (XP) where customers (most importantly including end users of all levels) are closely involved in the software design and redesign process. This method of producing software suitable for customers has been adapted to help in the production of…
Descriptors: Computer Software, Computer Assisted Testing, Multiple Choice Tests, Questioning Techniques