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The following table represents

Project: Learning Resources Development

Learning Resource Card

The following table represents Learning Resource Card. Completing the information on the right column will help you with designing a well structured and good quality learning resources (Project). There is an example on page 2 to help you with your work. Please complete this card when designing your project.

Please complete the following 6 sections in the table below:

Design Complete each one of the following:
  1. The topic:
  2. Learning Objectives: (Go to page 3 for designing learning objectives)
  3. Software tool: (Go to page 4 for content authoring software tools)
  4. Type of learning resource:
    Course, Book, Module, Chapter, Workshop, Training, Tutorial, Storyline
Content and resources Complete each one of the following:
  1. List the headings and subheadings
  2. List the resources here including the small components(i.e.: Assessment, Simulation, Experiment, Report, Images, Quiz, Maps (geographical), Concept maps, Diagram, Chart, Table, Essay, Message, References)
Reusability Select one or more of the following
  1. Mix with other content
  2. Reuse as-is
  3. Translate
  4. Create my own content
Package Type in the Keywords from the learning resource
License Select one of the following Creative Commons Licenses of your learning resource, go to page 5 for detailed licenses:
  • CC-BY
  • CC-BY-NC
  • CC-BY-SA
  • CC-BY-NC-SA
  • CC BY-ND
  • CC BY-NC-ND
Publish Select one of the following:
  • Online with everyone in the world
  • Only in UWS
  • I don’t want to publish
Design
  1. The topic: Object Oriented Programming using JAVA
  2. Learning Objectives: At the end of this module the learner will be able to:
    1. By the end of this tutorial, the student will be able to describe object oriented main principles.
    2. By the end of this tutorial, the student will be able to explain the benefits of software development cycle.
    3. By the end of this tutorial, the student will be able to implement Java programs using BlueJ software.
  3. Software tool: Wiki (www.wordpress.com)
  4. Type of learning resource: Tutorial
Content and resources
  1. Headings and subheadings
    1. Object Oriented principles
    2. JAVA Language
    3. Writing your First program
    4. Using BlueJ software
    5. Objects and Classes
    6. Loop
    7. Functions
  1. Resources: Quizzes after each topic, Images of Software development cycle, references for other material.
Reusability
  1. Mix content from the resources:
    http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-092-introduction-to-programming-in-java-january-iap-2010/index.htm
    (Creative Commons License :BY-NC-SA)

http://cnx.org/content/m45137/latest/

(Creative Commons License: BY).

  1. Create my own examples and quizzes.
Package Keywords from the learning resource:
  1. JAVA
  2. Object Oriented
  3. BlueJ
  4. Loop
  5. Functions
License Creative Commons License of this learning resource is:
  • CC-BY-NC-SA
Publish Select one of the following:
  • Online with everyone in the world

Example

T

EXAMPLE

his is an example of a Learning Resource Card, please use it as a guide for your own Learning Resources:

Learning objectives

Learning objectives describe the intended result of the learning resource. Create learning objectives that describe what the learners will learn at the end of your learning resource (Fowler, 1996; Churches, 2009):

C

Higher Order Thinking Skills

Lower Order Thinking Skills

ategory

key verbs Examples
E

valuating

  1. Checking
  2. Hypothesising
  3. Critiquing
  4. Experimenting
  5. Judging
  6. Testing
  7. Detecting
  8. Monitoring
Example: “By the end of the course, the student will be able to debug and test Java code for errors.”
Creating
  1. Designing
  2. Constructing
  3. Planning
  4. Producing
  5. Inventing
  6. Devising
  7. Making
Example: “By the end of this tutorial, the student will be able to design a complete Java program based on Object Oriented principles”.
Analysing
  1. Comparing
  2. Contrast
  3. Organising
  4. Deconstructing
  5. Attributing
  6. Outlining
  7. Finding
  8. Structuring
  9. Integrating
Example: “By the end of this tutorial, the student will be able to structure proper Java classes and instantiate objects from the classes”.
Applying
  1. Carrying out
  2. Using
  3. Executing
  4. Implementing
  5. Showing
  6. Exhibiting
Example: “By the end of this tutorial, the student will be able to implement Java programs using BlueJ software.”
Understanding
  1. Interpreting
  2. Summarising
  3. Inferring
  4. Paraphrasing
  5. Classifying
  6. Comparing
  7. Explaining
  8. Exemplifying
Example: “By the end of this tutorial, the student will be able to explain the benefits of software development cycle.”
Knowledge and remembering
  1. Recognizing
  2. Listing
  3. Describing
  4. Identifying
  5. Retrieving
  6. Naming
  7. Locating
  8. Finding
Example:”By the end of this tutorial, the student will be able to describe object oriented main principles.”

Content Authoring Software Tools

To design your learning resources please refer to this table to select one authoring tool to contain your learning resource.

Platform Tool Link
Books iBook author (for Mac users)

Yudu

http://www.apple.com/au/ibooks-author/

http://free.yudu.com/

Course CourseLab

Versal

GloMaker

eXe

http://www.courselab.com/view_doc.html?mode=doc&doc_id=5799960992579148556

https://versal.com/

http://www.glomaker.org/

http://www.exelearning.org/

Wiki WordPress

WikiMedia

Wetpaint

pbWorks

wordpress.com

http://www.mediawiki.org/wiki/MediaWiki

http://www.wetpaintcentral.com/

https://plans.pbworks.com/signup/edubasic20

Blog Blogger

Edublogs

Tumblr

Pintrest

http://www.blogger.com

http://edublogs.org/

https://www.tumblr.com/

https://pinterest.com/

/* This part is optional */

License Description
Attribution
CC BY
This license lets others distribute, remix, tweak, and build upon your work, even commercially, as long as they credit you for the original creation. This is the most accommodating of licenses offered. Recommended for maximum dissemination and use of licensed materials.
Attribution-ShareAlike
CC BY-SA
This license lets others remix, tweak, and build upon your work even for commercial purposes, as long as they credit you and license their new creations under the identical terms. This license is often compared to “copyleft” free and open source software licenses. All new works based on yours will carry the same license, so any derivatives will also allow commercial use. This is the license used by Wikipedia, and is recommended for materials that would benefit from incorporating content from Wikipedia and similarly licensed projects.
Attribution-NoDerivs
CC BY-ND
This license allows for redistribution, commercial and non-commercial, as long as it is passed along unchanged and in whole, with credit to you.
Attribution-NonCommercial
CC BY-NC
This license lets others remix, tweak, and build upon your work non-commercially, and although their new works must also acknowledge you and be non-commercial, they don’t have to license their derivative works on the same terms.
Attribution-NonCommercial-ShareAlike
CC BY-NC-SA
This license lets others remix, tweak, and build upon your work non-commercially, as long as they credit you and license their new creations under the identical terms.
Attribution-NonCommercial-NoDerivs
CC BY-NC-ND
This license is the most restrictive of our six main licenses, only allowing others to download your works and share them with others as long as they credit you, but they can’t change them in any way or use them commercially.

Creative Commons Licenses

Select one of the licenses to license your Learning Resources:

References:

Churches, A. (2009) Educational Origami. Available from: http://edorigami.wikispaces.com/Bloom’s+Digital+Taxonomy. Retrieved 8/9/2013

Commons, Creative. (2013) “About the licenses.”. Available from: http://creativecommons.org/licenses/

Fowler, B. (1996). Bloom’s taxonomy and critical thinking. Longview Community College: Critical Thinking Across the Curriculum Project.

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