From EduTechWiki - Reading time: 12 min
Learning object is a controversial concept. “The learning object remains an ill-defined concept, despite numerous and extensive discussion in the literature.” (Churchill, 2007:479). At a very general level, a learning object could be defined as a pedagogical resource (including tools).
In the main-stream "old school" e-learning literature, there is some kind of agreement, i.e. one can find definitions like:
See also: the learning object repository article and the list of learning objects repositories
There are other definitions in other subfields of educational technology. E.g. Oren Zuckerman (2006, in preparation) defines a constructionist learning object as “specifically designed to promote learning through hands-on interaction”. These are popular materials in early childhood education, at school and at home. See the constructionist learning object article. More recent approaches to technology-enhanced learning like learning design, CSCL script rather focus on the concept of reusable pedagogical scenarios. Finally, generative learning objects may represent some kind of compromise between the content-centered "learning object approach" and more activity/scenario/cognitive tool-oriented approaches.
We suggest the following very global definition: A learning object is a resource. This definition is not very operational, but at least compatible with learning design models that usually distinguish between resources (of various sorts), services (tools) and learning activities (scenarios) as the building blocks for educational designs. Tools may of course include learning objects. E.g. a wiki is a tool, but its entries may play the role of learning objects. Also, student productions may become learning learning objects and that idea goes beyond student projections of contents. E.g. in some CSCL models, communication becomes substance and therefore an object one can learn from. In conclusion, as a social scientist, I'd say that learning object should be defined by their function with respect to a given set of similar instructional design models. A global definition doesn't make sense. - Daniel K. Schneider 09:58, 21 April 2009 (UTC).
Wiley (2003) defined a preliminary taxonomy of learning object types that expands the definition provided by LTSC working group, which defined the original LOM Metadata standard cited as:
Learning Objects are defined here as any entity, digital or non-digital, which can be used, re-used or referenced during technology-supported learning. Examples of technology-supported learning include computer-based training systems, interactive learning environments, intelligent computer-aided instruction systems, distance learning systems, and collaborative learning environments. Examples of Learning Objects include multimedia content, instructional content, learning objectives, instructional software and software tools, and persons, organizations, or events referenced during technology sup-ported learning. (LOM, 2000)
Wiley critized that "this definition is extremely broad and upon examination fails to exclude any person, place, thing, or idea that has existed at anytime in the history of the universe, since any of these could be “referenced during technology supported learning.” and argued that a simpler definition like “any digital resource that can be reused to support learning” is more operational. He then proposed a provisional taxonomy of five types that are based pm either criteria.
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Table 1. Preliminary Taxonomy of Learning Object Types |
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|
Learning Object characteristic |
Fundamental Learning Object |
Combined-Closed Learning Object |
Combined-Open Learning Object |
Generative-Presentation Learning Object |
Generative-Instructional Learning Object |
|
Number of elements combined |
One |
Few |
Many |
Few - Many |
Few - Many |
|
Type of elements contained |
Single |
Single, Combined- Closed |
All |
Single, Combined- Closed |
Single, Combined-closed, Generative-presentation |
| Reusable component objects | (Not applicable) | No | Yes | Yes / No | Yes / No |
|
Common function |
Exhibit, display |
Pre-designed instruction or practice |
Pre-designed instruction and/or practice |
Exhibit, display |
Computer-generated instruction and/or practice |
|
Extra-object dependence |
No |
No |
Yes |
Yes / No |
Yes |
|
Type of logic contained in object |
(Not applicable) |
None, or answer sheet-based item scoring |
None, or domain- specific instructional & assessment strategies |
Domain-specific presentation strategies |
Domain-independent presentation, instructional, & assessment strategies |
| Potential for inter-contextual reuse | High | Medium | Low | Medium | High |
|
Potential for intra-contextual reuse |
Low |
Low |
Medium |
High |
High |
Wiley's definition, still popular in the late 2010s, is tied to the emergence of learning management systems and related content management but also has roots in instructional systems design and related educational theory. On the technical side, there is a connection the object-oriented programming paradigm since it values the creation of objects that can be reused in multiple contexts.
(Wiley, 200b)
These types are probably most useful in an instructionalist setting, i.e. a well structured teaching and learning environment.
“It appears unlikely that any of existing definitions can serve to align communities with diverse perspectives (e.g. traditionalist and constructivist educators, or instructional product designers and school teachers as learning designers) around any common understanding leading to advancement in education and learning outcomes through technology integration.” (Churchill, 2007:480).
Instead of a single detailed definition, Churchill (2007:484) defines a learning object as “a learning object is a representation designed to afford uses in different educational contexts”. He then proposes a typology of several kinds of learning objects which then could be defined in more precise terms:
“The purpose of learning objects and their reality seem to be at odds with one another. On the one hand, the smaller designers create their learning objects, the more reusable those objects will be. On the other hand, the smaller learning objects are, the more likely it is that only humans will be able to assemble them into meaningful instruction. From the traditional instruction point of view, the higher-level reusability of small objects does not scale well to large numbers of students (i.e., it requires teachers or instructional designers to intervene), meaning that the supposed economic advantage of reusable learning objects has evaporated.” (D. Wiley also at edtechpost)
Another version of this reusability paradox can be found on the connexions web site, retrieved 17:42, 16 August 2007 (MEST)
Because humans make meaning by connecting new information to that which they already know, the meaningfulness of educational content is a function of its context. As the module's context is further elaborated and made more explicit, a learner working with the module has an easier time understanding how this information relates to what they already know. The more context a learning object has, the more (and the more easily) a learner can learn from it.
To an instructional designer, learning object "reuse" means placing a learning object in a context other than that for which it was designed. The fit of learning objects into these new contexts depends on the extent to which the learning object's internals contain explicit statements of context. For example, statements within a learning object like "as you will recall from the last module..." make it very difficult to reuse the learning object in a context other than that for which it was designed. To make learning objects maximally reusable, learning objects should contain
as little context as possible.
According to Hodgins (2000) as described in MODWiki, the hierarchy of modular content can be divided into 5 levels:

In the A Short Course on Structured Course Development, Learning Objects, and E-Learning Standards we can find the following diagram that illustrates the relationship between context and reusability (adapted from Hodgins, 2002 ??).

Krull and Mallinson, also based on Hodgins made this slide that expresses the same principle, however this time the learning object in the narrow sense is somewhere in the middle of the hierarchy.

Most commonly used learning objects are teaching materials that can be found in teacher-centered repositories. There are several categories, e.g.
However, it is debatable whether these are learning objects in a more strict sense. Clearly some of these are not just "raw contents", but non-standardized reusable contents at any level of granularity.
Gerry Paille defines the characteristics of Learning Objects in a more narrow sense as follows:
Daniel K. Schneider thinks that in the world of e-learning, learning objects mostly refer to a set of interactive web pages, in particular standards-based IMS Content Packaging that can be imported into a LMS.
The SCORM 2004 3rd Edition Overview (p 1-6) defines "ilities," that should characterize a learning objects "economy":
See also:
Learning objects play different roles in given instructional design models / pedagogic strategies. Ip and Morrison (2001) argue that one should clearly distinguish three main types of educational technology uses cases and that emphasize different kinds of resources:
| Pedagogical Design | Nature of the resources | Need special rendering software | Resources are specifically designed for educational use |
|---|---|---|---|
| Tutorial, Drill and Practice | Test or drill items, (may be structured to meet interoperability standards such as IMS QTI) | Yes – directly or indirectly. Some learning objects may have embedded content and some may not. | Yes |
| Case Study Method | Teaching cases | No - cases are normally hardcopy but online cases can include video – but hard-wired to the learning scenario (see GBL) | Yes |
| Goal-based learning | Stories, or video clips, provided mainly ‘ondemand’ | No | Yes |
| Learning by designing | The requirement for an artifact | No | Yes |
| Web-based role-play, simulation | A scenario & associated design of the role play, simulation resources | No, but the environment itself may be a specialist engine (Ip & Linser, 1999) | Scenario etc: yes, Resources: no |
| Distributed problem based learning | Problem for solving during the learning | No | Yes |
| Critical incident-based computer supported learning | Opportunities for learning - incidence | No | No |
| Rule-based simulation | Embedded in the software | Yes, most componentbased approaches to creating rule-based simulation will have embedded content in the components which roughly map to learning objects in this paper | Yes |
| Cognitive tool | Structured content to work with some tools, generic tools may not need any content | N/A | N/A |
| Resource-based Learning Environment | Resources | Search tool and resource discovery mechanism, e.g. in the form of support from subject gateways | No |
Table 1: Use of Resources in Different Pedagogical Design (Albert Ip and Iain Morrison,2001)
In the case of digital learning resources, there are many problems to be overcome before we can expect widespread reuse and sharing. Learning tends to be highly contextual, and context is not as easy to disseminate as data alone. (Learning )
See the learning object repository article and the list of Learning objects repositories
See Learning Object Review Instrument (LORI)
The table and definition of Wiley's learning objects are avaible under a Open Publication License. To cite as: