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SCORM 2'0: Is it Time to Grow Up

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Title: SCORM 2'0: Is it Time to Grow Up


1
SCORM 2.0 Is it Time to Grow Up?
  • Atsusi 2c Hirumi, Ph.D.
  • Associate Professor and Co-ChairInstructional
    Technology
  • University of Central Florida
  • hirumi_at_mail.ucf.edu
  • August 27, 2008

2
Context
  • SCORM 1.1 (Jan. 2001) - The first production
    version. Used Course Structure Format XML file
    based on AICC specifications to describe content
    structure.

SCORM 1.2 (Oct. 2001) - First version that got
wide usage. Added the ability to package
instructional material and metadata for import
and export.
SCORM 2004, Eds. 1-3 (Jan. 2004-Oct. 2006) -
Based on new IEEE standards for API , includes
ability to specify adaptive sequencing and to
share information content objects and courses.
3
Context
  • SCORM 2.0 (Oct. 2009) LETSI leading process to
    generate next version. Requesting white papers
    informal context submissions discussing issues
    and alternatives .

?
Purpose
To identify challenges and discuss alternatives
for achieving goals (reusability and
effectiveness) and realizing the potential of
SCORM as LETSI, ADL and others work to establish
Version 2.0.
4
Contents
  • Challenges and Issues
  • Monitoring Measuring SCORM Goals
  • Does Size Matter?
  • Composition of Objects
  • Applying Instructional Theories Research
  • What about Games and Neurobiology?

5
SCORM Goals
  • Accessibility Learning content is accessible
    anywhere, from anywhere
  • Interoperability Courseware is independent from
    authoring tools and operating environments
  • Durability Designed for operation regardless
    technological advancements
  • Reusability Developed once and applied in
    various ways
  • Adaptability Ability to adapt content to
    learner needs
  • Affordability Increase in effectiveness for
    less time and money

6
SCORM Goals
7
SCORM Goals
  • Questions to consider
  • How do we know if SCORM is successful?
  • Should we quantify and qualify progress and
    achievement?
  • How and when do we quantify and qualify progress
    and achievement?
  • Are goals still appropriate?
  • Are goals measurable?
  • How will data be gathered, compiled, analyzed and
    used?

8
Contents
  • Challenges and Issues
  • Monitoring Measuring SCORM Goals
  • Does Size Matter?
  • Composition of Objects
  • Applying Instructional Theories Research
  • What about Games and Neurobiology?

9
Does Size Matter?
Hodgins, W. (n.d.). Content Object Model. Figure
retrieved 08-12-2008 from http//www.tektank.it/w
p-content/uploads/www/oftfo/ui/img/context-reusabi
lity.jpg
10
Does Size Matter?
  • Size inversely related to reuse smaller the
    size, greater potential reuse
  • Standards neither specify size, nor composition
  • Size depends on nature of the objectives, subject
    matter, instructional strategy and delivery tools
  • Size and composition defined by designers/
    developers.

11
Does Size Matter?
  • Broad definitions any entity, digital or
    non-digital, that may be used for learning,
    education or training (IEEE, 2002, p. 5).
  • Varied and broad definitions lead to
    complications. If everything is an object, then
    nothing is a learning object (Merrill, cited in
    Welsch, 2002, p. 17).
  • Military does specify size but definitions not
    consistent across branches (Hirumi, 2007).

12
Does Size Matter?
  • Questions to consider
  • What is the central tendency of SCOs in
    repository in terms of size?
  • Are there direct correlations or causal
    relationships between size, reuse (and other
    SCORM goals)?
  • Should we establish guidelines and/or standards
    for size to facilitate reuse?
  • What should such guidelines/standards look like
    and who publish them?

13
Contents
  • Challenges and Issues
  • Monitoring Measuring SCORM Goals
  • Does Size Matter?
  • Composition of Objects
  • Applying Instructional Theories Research
  • What about Games and Neurobiology?

14
Composition of Objects
  • Content Object Model (slide 9)
  • Raw Assets (e.g., audio, video, text, graphic,
    simulation)
  • Information Blocks (e.g., overview, concept,
    principle, procedure, summary).
  • Application Objects (e.g., learning object,
    support object, marketing, reference).
  • Aggregate Assemblies (e.g., lessons, chapters,
    units, modules, brochures).
  • Collections (e.g., Courses, Stories, Movies,
    Books).

15
Composition of Objects
  • Metadata ( Education element/Learning
    Resource child element)
  • table
  • narrative text
  • exam
  • experiment
  • problem statement
  • self assessment
  • lecture
  • exercise
  • simulation
  • questionnaire
  • diagram
  • figure
  • graph
  • index
  • slide

16
Composition of Objects
  • Simple Sequencing Templates
  • Asset
  • Objective
  • Question
  • Assessment
  • Test Item
  • html, mpg, jpeg, gif
  • SCO
  • Pre-test
  • Post-test
  • Instruction
  • Remediation

17
Composition of Objects
  • Questions to consider
  • What is the central tendency of SCOs in
    repository in terms of composition?
  • Are there direct correlations or causal
    relationships between composition, reuse (and
    other goals)?
  • Should we establish further guidelines and/or
    standards for composition to facilitate reuse
    and/or other goals (e.g. standardized naming
    convention)?
  • What is the relationship between Size and
    Composition?

18
Composition of Objects
  • Questions to consider
  • What should such guidelines/standards look like
    and who publish them?
  • How about other classes of objects (e.g.,
    programming scripts, subroutines, sequencing
    skeletons)?
  • What about Simulations?

19
Contents
  • Challenges and Issues
  • Monitoring Measuring SCORM Goals
  • Does Size Matter?
  • Composition of Objects
  • Applying Instructional Theories Research
  • What about Games Neurobiology?

20
Instructional Theories Research
  • Instruction is defined as the, deliberate
    arrangement of events to promote learning and
    facilitate goal achievement (Driscoll, 2000, p.
    25).
  • Difference between systematically designed
    instruction versus SME approach to instruction.
  • Arrangement (design sequencing) of events
    should be grounded in theory and research, and
    based on specified learning outcomes.
  • What does theory and research say?

21
Instructional Theories Research
Grounded Strategies
  • 9 Events of Instruction
  • 8 Events for Student-Centered Learning
  • Simulation Model
  • WebQuests
  • Interplay Strategy
  • Inquiry Training
  • Problem-Based Learning
  • Direct Instruction
  • Inductive Thinking
  • 5E Instructional Model

22
Instructional Theories Research
  • Grounded Events
  • Verbal Information
  • Concepts
  • Procedures, Rules and Principles
  • Problem Solving
  • Cognitive Strategies
  • Attitudes

23
Instructional Theories Research
  • Questions to consider
  • Should we establish guidelines/standards for
    applying grounded strategies and events? If so,
    how and at what level(s)(e.g., course or lesson
    level)?
  • Should (simple) sequencing templates apply
    grounded strategies and events?
  • Should we include process oriented guidelines/
    standards for selecting and applying grounded
    strategies and events?
  • Should we establish consistent naming conventions
    for instructional events? If so, how?

24
Contents
  • Challenges and Issues
  • Monitoring Measuring SCORM Goals
  • Does Size Matter?
  • Composition of Objects
  • Applying Instructional Theories Research
  • What about Games Neurobiology

25
Games Neurobiology
  • Serious games reemerged as outgrowth of video
    game industry.
  • Why play Games?
  • use action instead of explanation,
  • create personal motivation and satisfaction,
  • accommodate multiple learning styles and skills,
  • reinforce mastery skills, and
  • provide interactive and decision making context
  • (Charles McAlister, 2004 Holland, Jenkins
    Squire, 2002 Sheffield, 2005).

26
Games Neurobiology
  • People acquire new knowledge and complex skills
    from game play, suggesting gaming could help
    address one of the nations most pressing needs
    strengthening our system of education and
    preparing workers for 21st century jobs.
  • Federation of American Scientists, 2006, p. 3

27
Games Neurobiology
  • Fundamental Challenge
  • Edutainment like Dinner Theater
  • If Ed/ID dominant, learning requirements may
    undermine flow of story and disrupt interactions
    of gameplay.
  • If GD dominant, entertainment requirements may
    overlook importance of contents and vital
    instructional events.
  • Mutual respect and integration of GD ID
    processes required to balance education
    entertainment.
  • ID must understand GD process, know when/how ID
    tasks contribute, and bring strong pedagogical
    foundation.

28
Games Neurobiology
  • Neurobiology (some highlights)
  • Revolutionized surgery and understanding of human
    brain behavior.
  • Brain structure organization changes throughout
    life.
  • Different experiences lead to different brain
    structures.
  • Enriched environment enhance dendritic branching
    and cognitive development,
  • Brain cells constantly replenished.

29
Games Neurobiology
  • Neurobiology (some highlights)
  • Understanding mechanisms of attention to make
    most use of available capacity.
  • Frontal lobe and cerebral catecholamines control
    attention.
  • Subcortical mechanisms govern allocation of
    attention.
  • Readers can attend to 10 items right, but only
    3-4 items left of fixation point.

30
Games Neurobiology
  • Neurobiology (some highlights)
  • Stories stimulate both hemispheres.
  • Emotion stimulates amygdala that codes
    information differently.
  • Neurobiology, cognitive neuroscience and
    brain-based learning theories may better explain
    predict game-based learning.

31
Games Neurobiology
  • Questions to consider
  • Should we integrate instructional, game and SCO
    development processes? If so, how?
  • Can games be broken down into reusable objects?
  • What components of games should be considered an
    object (e.g., multimedia assets subroutines for
    interactions, animations and simulations)?
  • Should be establish pedagogical standards?
  • Should/can standards be written to ensure
    advances in neuroscience (and other fields) are
    incorporated into objects overtime?

32
Conclusion
  • Challenges and Issues
  • Monitoring Measuring SCORM Goals
  • Does Size Matter?
  • Composition of Objects
  • Applying Instructional Theories Research
  • What about Games and Neurobiology?

33
Conclusion
Challenge to LETSI Consider and address
questions regarding measurement, size,
composition, instructional theories and research,
games and neurobiology to achieve SCORM goals and
grow into powerful, mature young adult.
?
SCORM 1.1
SCORM 1.2
SCORM 2004
SCORM 2.0
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