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Virtual Workshop Environment (VWE): a taxonomy and Service Oriented Architecture (SOA) framework for modularized Virtual Learning Environments (VLE)--applying the learning object concept to the VLE.


Based on existing Learning Object taxonomies, this article suggests an alternative Learning Object taxonomy taxonomy: see classification.
taxonomy

In biology, the classification of organisms into a hierarchy of groupings, from the general to the particular, that reflect evolutionary and usually morphological relationships: kingdom, phylum, class, order,
, combined with a general Service Oriented Architecture (SOA (1) (Start Of Authority) The first record in a DNS zone file. See DNS records.

(2) (Service Oriented Architecture) The modularization of business functions for greater flexibility and reusability.
) framework, aiming to transfer the modularized mod·u·lar·ized  
adj.
Having or made up of modules: modularized housing. 
 concept of Learning Objects to modularized Virtual Learning Environments. The taxonomy and SOA-framework exposes a need for a clearer definition of the aggregation and granularity The degree of modularity of a system. More granularity implies more flexibility in customizing a system, because there are more, smaller increments (granules) from which to choose.  of Learning Objects together with a clearer separation of data, presentation and application logics. The Virtual Workspace Environment (VWE VWE Very Well Endowed
VWE Virtual World Entertainment, LLC
VWE Very Well Educated
VWE Vanadium Wire Equilibration
VWE Virginia Wesleyan College
VWE Vestering Worldwide Exporters
) demonstrator dem·on·stra·tor  
n.
1. One that demonstrates, such as a participant in a public display of opinion.

2. An article or product used in a demonstration.


demonstrator
Noun

1.
 shows that there is a necessity to unite fundamentals from computer science and pedagogical ped·a·gog·ic   also ped·a·gog·i·cal
adj.
1. Of, relating to, or characteristic of pedagogy.

2. Characterized by pedantic formality: a haughty, pedagogic manner.
 theories to achieve this.

**********

The concept of Learning Objects has gained wide spread acceptance in the world of education. The main objective of Learning Objects is to provide a modularized model and standards that enhances flexibility, platform independence, reuse reuse - Using code developed for one application program in another application. Traditionally achieved using program libraries. Object-oriented programming offers reusability of code via its techniques of inheritance and genericity.  of learning content, and a higher degree of control for teachers and students.

Learning Objects have been around for a number of years now and the terms, definitions and meanings of the concept have changed over time. Much of the changes are due to the fact that standards have matured, implementation has shown that everything didn't work as expected, or depending on focus and theoretical perspective. A couple of things have never changed however, Learning Objects are always about modularized content and the focus is on small chunks of fairly context-independent content that can be assembled, reused, and is platform and vendor independent. An important condition to realize this, is the use of Learning Technology Standards such as IMS (1) See IP Multimedia Subsystem.

(2) (Information Management System) An early IBM hierarchical DBMS for IBM mainframes. IMS was widely implemented throughout the 1970s under MVS and continues to be used under z/OS.
 (1), IEEE/LTSC (2), SCORM SCORM Shareable Content Object Reference Model (web-based e-learning standard)
SCORM Shared Courseware Object Reference Model
SCORM Shareable Courseware Object Reference Model
, (3) and others. Learning Objects are also about the freedom of teachers and students--the freedom to choose, assemble, and contextualize con·tex·tu·al·ize  
tr.v. con·tex·tu·al·ized, con·tex·tu·al·iz·ing, con·tex·tu·al·iz·es
To place (a word or idea, for example) in a particular context.
.

The metaphor of Lego[TM] is often used to describe the characteristics of Learning Objects. The supporters of the Lego[TM] metaphor claim that anyone should be able to put together a Learning Module for a specific pedagogical context--simply by assembling the Learning Objects of their choice. The Lego[TM] metaphor is often criticized for being to simplified, which has lead to the development of more sophisticated metaphors. One that is commonly used is the metaphor of the atomic Learning Object, first addressed by Wiley (1999) and then refined (Song, 1999). The atomic Learning Object is submitted too much stricter rules and regulations. Not anyone can assemble Learning Objects and every Learning Object cannot be assembled with any other Learning Object--they must have certain attributes and possess certain properties to fit. The atomic view makes the e-learning life more complicated, but at the same time more realistic.

A slightly different approach to Learning Objects is taken by Song and Andersson (Song, 1999). Their definition of Learning Objects is in some respects similar to the Virtual Workspace Environment (VWE) taxonomy, since they mean that Learning Objects should be regarded as decomposable de·com·pose  
v. de·com·posed, de·com·pos·ing, de·com·pos·es

v.tr.
1. To separate into components or basic elements.

2. To cause to rot.

v.intr.
1.
, and that there must be a separation between data, operations, and the carrier of the data. They also mean that an object should be described using a set of attributes and relationships to other objects. While they focus mainly on the internal structure of Learning Objects and their relations to other objects, the VWE taxonomy proposes a general architecture model and a taxonomy focused on the architecture for composing Learning Objects as well as on the interaction between objects.

Most of the discussion on Learning Objects is focused on modularized content. This view--about Learning Objects being exclusively about content--is in most cases unchallenged. There are however, several problems with Learning Objects that make it important to broaden the discussion. Many of the problems relate to how Learning Technology Standards are shaped and how Learning Objects architectures are designed, based on existing Learning Object taxonomies.

Two major problems were identified. The first problem is a problem related to pedagogy and the use of Learning Objects: why do we have a modularized concept for content, where the aim is to attain maximum pedagogical flexibility, when we at the same time continue to accept nonmodularized, inflexible, and clumsy Virtual Learning Environments (VLE VLE Virtual Learning Environment (system for development of online education materials)
VLE Vapor Liquid Equilibrium
VLE Valeur Limite d'Exposition (French: threshold limit value ceiling) 
) that enforce pedagogical constraints and limitations? It is an impending im·pend  
intr.v. im·pend·ed, im·pend·ing, im·pends
1. To be about to occur: Her retirement is impending.

2.
 risk that teachers and learners may have content that suits the pedagogical approach of their preference, but which they are forced to fit in to a Virtual Learning Environment that doesn't. One basic assumption is that each teacher has his/her own favourite pedagogical methods and that he/she must be able to continue to use and enhance it even if he/she uses e-learning. This assumption is reversible reversible,
adj capable of going through a series of changes in either direction, forward or backward (e.g., reversible chemical reaction).

reversible hydrocolloid,
n See hydrocolloid, reversible.
 and we can assume that most students have their own favourite methods for learning. Hence, the VLE must be able to support these methods, and we cannot allow the VLE to put limitations on the pedagogical possibilities created by Learning Objects.

The second problem is a more technological type related to architecture and the separation of data (information), presentation (context), and logics (interactivity). Most of the Learning Objects that were studied were typically a Flash-animation, a PowerPoint, or a simple Java-applet that implements an architecture where data, application logics, and presentation were shamelessly shame·less  
adj.
1. Feeling no shame; impervious to disgrace.

2. Marked by a lack of shame: a shameless lie.
 mixed into an architectural mishmash mish·mash  
n.
A collection or mixture of unrelated things; a hodgepodge.



[Middle English misse-masche, probably reduplication of mash, soft mixture; see mash.
. This raises a couple of questions: What is content? Where does the content end and the VLE start? Should application logics rather be a part of the VLE?

The issues raised are complex and cannot be answered in a simple and obvious way, but hopefully they will initiate an important discussion. We believe that the present concept of Learning Object is too narrow to fulfil the vision of modularization and flexibility. Maybe we must "go the whole hog whole hog Slang
n.
The whole way; the fullest extent: went the whole hog and ordered dessert.

adv.
Completely; unreservedly: swallowed the official version whole hog.
"? What if we apply the same modularized concepts to the VLE?

In Schluep, Bettino, Guttorsmen Schar (2005), emphasises the importance of the separation between content and presentation. Their suggested Component Model is very similar to the taxonomy suggested in this paper. Three component types are defined at different levels of granularity in Schluep et al. (2005): Assets, which are media elements; Content Elements, which are small modular pieces of learning content; and Learning Units which are aggregations of content elements. The components are kept together using a structural mark-up scheme defined in XML XML
 in full Extensible Markup Language.

Markup language developed to be a simplified and more structural version of SGML. It incorporates features of HTML (e.g., hypertext linking), but is designed to overcome some of HTML's limitations.
.

In this article we argue that the concept of modularization and Learning Objects must be expanded to comprise parts of the Virtual Learning Environment as well. To accomplish this, there is a need to modify the Learning Objects taxonomy. This is the view that constitutes the basis for the VWE project and the VWE Learning Object taxonomy (Berglund, 2003).

Learning Objects and Modularization of the VLE

The VWE project was initiated in 1998 to examine how to transfer the modularized concept from Learning Objects to the Virtual Learning Environment by tying them closer together.

To accomplish this, different definitions and models for Learning Objects and related concepts were examined in order to derive an altered model that suits a component-based learning architecture where both the content and the learning environment is considered within the same model. The resulting model was tested through the implementation of a framework for construction and use of component-based Virtual Learning Environments and learning content.

Based on existing Learning Technology Standards, as well as general technology standards, a prototype for a modularized framework was developed--the VWE (Paulsson, 2001). The VWE framework is service-oriented and consists of a set of common services that are needed for communication and interaction between different modules ("objects").

The main objective of the VWE-project was to develop a concept and a framework for the construction of component-based (or module-based) VLE that adapt to specific pedagogical contexts, includes all necessary functionality for a VLE and that supports the use of modularized content in a transparent way (Paulsson, 2002). A learning environment that is assembled using VWE consists of both functionality and content. The metaphor for such a learning environment is a VWE Workspace. The VWE workspace is what teachers and learners interact with. A VWE workspace can be personal, shared, or both. The components that provide functionality are referred to as VWE Tools. VWE Tools can provide any functionality, for example the functionality to communicate and collaborate, the functionality to produce, organize, use and manipulate content as well as the functionality for typical Learning Management System (LMS) tasks, such as to register courses, to enlist en·list  
v. en·list·ed, en·list·ing, en·lists

v.tr.
1. To engage (persons or a person) for service in the armed forces.

2. To engage the support or cooperation of.

v.
, assess, and grade students, and so forth. What is unique, however, is that both the functionality and the content are assembled in the same manner, based on the same taxonomy and within the same conceptual space.

THE VWE LEARNING OBJECT TAXONOMY

The development of the VWE framework started out in the same conceptual domain as Learning Objects, using the same Learning Technology Standards, using metaphors that are similar to the Atomic Learning Object metaphor and with the same aims for flexibility, adaptability, reuse, independence of technology, and software platforms, and so forth. A slightly modified Learning Object taxonomy, based on Wiley's taxonomy for the atomic Learning Object (ADL, 2001) was used in combination with a service-oriented architecture See SOA.  model to accomplish the goal. Wiley's taxonomy turned out to be suitable as a starting point Noun 1. starting point - earliest limiting point
terminus a quo

commencement, get-go, offset, outset, showtime, starting time, beginning, start, kickoff, first - the time at which something is supposed to begin; "they got an early start"; "she knew from the
 since it categorises the different types according to according to
prep.
1. As stated or indicated by; on the authority of: according to historians.

2. In keeping with: according to instructions.

3.
 their complexity and level of interactivity (and application logic).

The problem with the Atomic Learning Object Model is that its only foundation is Instructional Design Instructional design is the practice of arranging media (communication technology) and content to help learners and teachers transfer knowledge most effectively. The process consists broadly of determining the current state of learner understanding, defining the end goal of  Theory and it doesn't really consider architectural and Computer Science aspects, which makes it unsuitable for a concept like VWE in its original shape.

To enable the development of the VWE-framework there was a need to make a clearer definition of different concepts in the part of the learning architecture, where the Learning Object plays an important role. The analysis gave four basic categories of constituents that serve as building blocks:

Simple Learning Object

Simple Learning Objects are the smallest pieces of content that can be isolated and used as building blocks. A Simple Learning Object is an arbitrary digital building block that is described for use in a learning context. It is typically a picture, an animation, a text, an XML-file, and so forth. A Simple Learning Object can be equivalent to a Fundamental Learning Object--described by Wiley and Nelson (1998) as the most fundamental Learning Object--or it can be a Fundamental Data Object that is not a Learning Object by definition, but still relevant in a specific context.

Resource Object

The Resource Object has been added to the VWE LO taxonomy to allow separation of content, application logics, and presentation--as shown in Figure 1. The Resource Object is the building block that adds functionality (application logics) to the VLE as well as to the content in terms of Learning Objects. There are two different types of Resource Object, which are used in slightly different ways. The first type is the Helper Resource Object, which is used as a support component for content and especially for Simple Learning Objects. Examples of such use are an explorer/viewer for chemical molecules, for example using the Chemical Markup Language CML (Chemical Markup Language) is a new approach to managing molecular information using tools such as XML and Java. It was the first domain specific implementation based strictly on XML, the most robust and widely used system for precise information management  (CML 1. CML - A query language.

["Towards a Knowledge Description Language", A. Borgida et al, in On Knowledge Base Management Systems, J. Mylopoulos et al eds, Springer 1986].
2. CML - Concurrent ML.
), or an application that interprets and renders tests, for example using the IMS QTI QTI Question and Test Interoperability
QTI Qualified Target Industry
QTi QT Interval (represents the time for electrical activation and inactivation of the ventricles; letters designate different parts of the electrocardiogram waveform) 
 specification. In this way the Resource Objects can be used for making Simple Learning Objects usable in a learning context through the construction of Grouped Learning Objects. The second type of Resource Object is the Creator Resource Object, which is used for adding functionality to the VLE, such as white-board functionality, authoring tools or tools for teacher/student planning, and so forth. The Creator Resource Object can be used as stand-alone--which may be the case with a white-board--where it can even be used to produce new Simple Learning Objects. It can also be used together with Fundamental Data Objects, such as student data, using the IMS Reusable re·use  
tr.v. re·used, re·us·ing, re·us·es
To use again, especially after salvaging or special treatment or processing.



re·us
 Definition of Competency COMPETENCY, evidence. The legal fitness or ability of a witness to be heard on the trial of a cause. This term is also applied to written or other evidence which may be legally given on such trial, as, depositions, letters, account-books, and the like.
     2.
 or Educational Objective (RDCEO RDCEO Reusable Definition of Competency or Educational Objective , [IMS, 2002]). The Resource Object is also responsible for acting as a link between the Learning Objects and the rest of the Virtual Learning Environment, which means that the Resource Object must implement the required interfaces for interacting with relevant services. A Resource Object may provide both client and server functionality.

[FIGURE 1 OMITTED]

The Grouped Learning Object

At the next level of granularity in the VWE LO taxonomy there is the Grouped Learning Object. A Grouped Learning Object is the result of the combination of two or more Objects, such as Simple Learning Objects and Resource Objects. It is at the level of the Grouped Learning Object that the pedagogical context of the content starts to be shaped. The Grouped Learning Object embraces the rest of Wiley's Atomic Learning Objects taxonomy in the sense that all of the remaining types of Learning Objects (Combined-Closed Learning Object, Combined-Open Learning Object, Generative-Presentation Learning Object and Generative-Instructional Learning Object [Wiley, 2002]) can be assembled from Simple Learning Objects together with Resource Objects. The Grouped Learning Object can be regarded to be at the same level of granularity as the Shareable Content Object (SCO (The SCO Group, Lindon, UT, www.sco.com) A leading vendor of Unix operating systems for the x86 platform. SCO had also offered Linux, but abandoned the line in the spring of 2003. The SCO Group is the combination of two companies: Utah-based Caldera, Inc. ) defined in SCORM (Maise's Consortium, 2005). In the same manner as the Shareable Content Object, the Grouped Learning Object represents the lowest level of granularity that can be tracked by the VLE or LMS which is the term used by SCORM (ADL, 2001).

Learning Module

The final level of granularity is the Learning Module. A Learning Module is a collection of Grouped Learning Objects that are prepared for a specific learning context. They may contain content as well as parts of the functionality that constitutes the VLE itself. This is the level that concerns students. A Learning Module is typically an isolated part of a course such as e.g., a case scenario, one of the seven steps in Problem Based Learning (PBL PBL Problem-Based Learning
PBL Phi Beta Lambda
PBL Performance Based Logistics
PBL Planetary Boundary Layer
PBL Publishing and Broadcasting Limited (Australia)
PBL Philippine Basketball League
PBL Peripheral Blood Leukocyte
, [Engdelius, 1999]) or anything else that a teacher or learner decides to regard as a clearly defined and isolated part of the learning experience. The Learning Module is actually a sort of Grouped Learning Object as shown in Figure.

The relationship between the different levels of granularity and their implementation in VWE is illustrated in Figure 1 and Figure 2. Figure 3 shows a concept map describing the VWE Learning Object Taxonomy.

[FIGURE 2 OMITTED]

[FIGURE 3 OMITTED]

THE VWE ARCHITECTURE

There is a need for a general architectural model An architectural model is a tangible representation of a structure (typically a scale model) built to communicate design ideas to clients, owners, committees, customers, and the general public.  to implement Learning Objects according to the modified VWE taxonomy. The reason for this is that the new taxonomy addresses a common architecture as well, and the communication between Resource Objects and other parts of the Learning Environment (including Learning Objects based on other Resource Objects) becomes vital. The VWE learning architecture can diagrammatically be divided into three main parts: VWE Services, VWE Kerne kerne  
n.
Variant of kern1.
,l and VWE Tools.

VWE Services

The VWE Services are needed to allow different components of the VWE workspace to interact with the VWE Objects. VWE has four basic services basic services,
n.pl frequently insurance companies split dental procedures into basic and major categories. Basic services usually consist of diagnostic, preventive, and routine restorative dental services.
 that are all implemented by most Resource Objects through a simple web service interface (Berglund, 2003).

User Service. The User Service handles issues concerning users (e.g., learners, teachers, and others), such as personal data, access, and rights. The User Service is linked to a login Signing in and gaining access to a network server, Web server or other computer system. The process (the noun) is a "login" or "logon," while the act of doing it (the verb) is to "log in" or to "log on.  service, which may be linked to a local catalogue service.

Tool Service. The Tool Service keeps track of VWE Tools. Each VWE Tool is linked to a specific instance of a VWE Workspace. A VWE Tool is typically a Resource Object or a Grouped Learning Object.

Workspace Service. The Workspace Service handles common issues related to workspaces. Each user has access to one or more workspaces. The structure of a workspace is described with an IMS Content Packaging (IMS Global The IMS Global Learning Consortium (usually known as IMS) is a non-profit standards organization concerned with establishing interoperability for learning systems and learning content and the enterprise integration of these capabilities.  Learning Consortium, 2004) structure as well as with IMS Metadata, using the IMS RDF-binding (Nilsson, Palmer, & Naeve, 2002, http://kmr.nada.kth.se/el/ims/metadata.html).

Message Service. The Message Service is used for communication between different components of a workspace. Communication occurs between different VWE Tools and/or VWE Objects. The communication is handled through passing SOAP messages by way of the Message Service, which functions as a mediator mediator n. a person who conducts mediation. A mediator is usually a lawyer, or retired judge, but can be a non-attorney specialist in the subject matter (like child custody) who tries to bring people and their disputes to early resolution through a conference.  between collaborating tools.

File Service. The File Service is actually a distributed file storage, which stores resources and metadata. The File Service is transparent to the type of resources, and it is used for storing user files, learning content, VWE Tools, and so forth. The File Service uses Semantic Web A collaboration of the World Wide Web Consortium (W3C) and others to provide a standard for defining data on the Web. The Semantic Web uses XML tags that conform to Resource Description Framework and Web Ontology Language formats (see RDF and OWL).  technology and is based on the SCAM (4) system (Palmer, Naeve, & Paulsson, 2004; Paulsson & Naeve, 2003). This means that the VWE File Service can be directly connected to other archive systems and Brokerage Services for Learning Objects. The effect of this is that an instance of a VWE Workspace is not isolated and exclusively dependent on what is stored in its local storage. Learning Objects and Resource Objects can be seamlessly discovered and retrieved from other archives, such as archives in a P2P See peer-to-peer and point-to-point.  based Edutella network (Kraan, 2003) in which VWE can be set up as a peer. All VWE Services have been implemented using Web Service technology. This choice was made to obtain a service interface that is as standard-based as possible and at the same time avoids the problems that might be caused by firewalls and other bottlenecks in the learning infrastructure.

VWE Kernel

The VWE Kernel is a light-weight Java application A Java program that is run stand alone. The Java Virtual Machine in the client or server is interpreting the instructions. Contrast with Java applet. See servlet.  that is downloaded to the browser as VWE is initialized. It is a "middle-layer" that handles the communication between the workspace, the tools on the client (the web browser The program that serves as your front end to the Web on the Internet. In order to view a site, you type its address (URL) into the browser's Location field; for example, www.computerlanguage.com, and the home page of that site is downloaded to you. ), and the server-side services.

VWE Tools

VWE Tools are the most central from the user's perspective. VWE tools provide the functionality as well as the interactivity and presentation to the content. Most of the VWE-tools are Java-based and therefore executable in a web browser. However, it would be fully possible to use other browser-based technologies, such as ActiveX or Flash, to implement the VWE Service interfaces. The model that is facilitated by the VWE Learning Object Taxonomy enables functionality (tools) to be "installed" in a workspace at any time in the same fashion as new content can be added to a traditional LMS.

CONCLUSIONS AND FUTURE WORK

Our work demonstrates that it is possible to extend a Learning Object based model to embrace not only learning content, but the virtual learning environment as well, making it possible to construct a completely modularized learning environment that works in the same way as--and together with--Learning Objects for modularized content.

A model where the Learning Object concept is extended to include, at least parts of the virtual learning environment, provides a much higher level of flexibility and strengthens the characteristic of Learning Objects in terms of reusability The ability to use all or the greater part of the same programming code or system design in another application.

reusability - reuse
, modularization, and decontextualization. The experience gained from the VWE project and the modified VWE Object Taxonomy indicates that the Learning Object concept and taxonomy cannot be based solely on instructional design theory (Wiley, 2002), but must also consider various architectural design This article or section may contain original research or unverified claims.

Please help Wikipedia by adding references. See the for details.
This article has been tagged since September 2007.
 aspects. The work done by Song and Andersson (Song, 1999) indicates this as well as the work by Schluep et al. (2005). The Component Model suggested Schluep et al., is in fact very similar to the VWE taxonomy and the main difference is that the VWE taxonomy introduces the addition of the Resource Object address the separation of application logics. Altogether this indicates a need to unite fundamentals from computer science and pedagogical theories, such as instructional design and methodology, to find the extricating mix for Learning Objects

Future research should continue to address the problem that the Learning Object concept still is too fuzzy fuzz·y  
adj. fuzz·i·er, fuzz·i·est
1. Covered with fuzz.

2. Of or resembling fuzz.

3. Not clear; indistinct: a fuzzy recollection of past events.

4.
, which has a restraining effect. There is a need to specify how concepts like objects, components, and modules interrelate in·ter·re·late  
tr. & intr.v. in·ter·re·lat·ed, in·ter·re·lat·ing, in·ter·re·lates
To place in or come into mutual relationship.



in
 to each other as well as to different standard specifications. There is also a need for more clearly defined architectural guidelines and best practices, where issues such as layering and interaction between components are addressed. Our work has resulted in some ideas in this area as well as some suggestions for a slightly altered object taxonomy that makes some of their interrelations between a bit more distinct.

One obstacle is that existing Learning Technology Standards are not sufficiently developed for this. Several of the specifications are still immature and in some cases still untested. Specifications such as IMS Content Packaging are limiting in the way that they are only able to describe very simple package structures, but more sophisticated specifications such as IMS Learning Design IMS Learning Design (IMS LD) is a specification for a metalanguage which enables the modelling of learning processes. The specification is maintained by IMS Global Learning Consortium.  (IMS Global Learning Consortium, 2003) are interesting for future development. There is a need for additional standards, especially regarding architecture and interfaces for learning architecture. One step in this direction is the upcoming IMS General Web Services (1) Loosely, any online service delivered over the Web. Such usage appears in articles from non-technical sources, but not in IT-oriented publications, because definition #2 below describes the correct use of the term.  specification that will provide a basic structure for the definition of Web Services for e-learning systems (IMS General Web Services Public Draft Specification, 2005).

The main advantage of an architecture/framework such as VWE is that it enables the same conceptual model for the entire learning environment. The separation of data from application logics and presentation throughout the whole learning environment makes it possible to support various types of Learning Objects and related components to construct Learning Objects--as well as Virtual Learning Environments--that adapt better to most learning contexts. The modular approach together with the use of standards and interoperability The capability of two or more hardware devices or two or more software routines to work harmoniously together. For example, in an Ethernet network, display adapters, hubs, switches and routers from different vendors must conform to the Ethernet standard and interoperate with each other.  frameworks, such as the Schools Interoperability Framework The Schools Interoperability Framework, or SIF, is a data sharing open specification for academic institutions from kindergarten through twelfth grade (K-12). Until recently, it has been used primarily in the United States alone; however, it is increasingly being implemented in  (SIF (5), [Software & Information Industry Association,]), facilitates the integration and interaction with other systems. It is relatively easy to develop a Resource Object that mediates between an external system and the VWE Message Service and that can be used by Learning Objects to interact with external systems--such as library systems or systems for student administration.

The VWE architecture suggests a Service Oriented Architecture (SOA) approach as SOA adapts well to the concepts of modularization (Smythe, Evdemon, Sim (1) (Society for Information Management, Chicago, IL, www.simnet.org) Founded in 1968 as the Society for MIS, it is a membership organization made up of corporate and division heads of IT organizations. , & Thorne, 2004; Wilson, Blinco, & Rehak, 2004). There is an ongoing development within the learning architecture area, where similar problems are addressed. One of the most exiting projects is the work done in the O.K.I project (Thorne & Kahn, 2003) at MIT MIT - Massachusetts Institute of Technology  and especially O.K.I OSIDs and the way they are intended to be used (Kahn, 2004). O.K.I is similar to the VWE Services. Another, related project is the Sakai project This page is about the software project, for other meanings, see Sakai.

Sakai is a community of academic institutions, commercial organizations and individuals who work together to develop a common Collaboration and Learning Environment (CLE).
 (SAKAI Project, 2004), where the O.K.I OSIDs are implemented. The work done in the "E-learning framework" (Wilson et al.; Wilson, Olivier, Jeyes, Powell, & Franklin, 2004) is another interesting SOA-initiative by the British Joint Information Systems Committee (JISC JISC Joint Information Systems Committee (UK)
JISC Japan Industrial Standards Committee
JISC Joint Industry Safety Committee
). The E-learning framework addresses similar problems as O.K.I. and both the frameworks will be evaluated for future use with VWE.

The primary reason for developing VWE as a demonstrator was to get a proof-of-concept for an alternative Learning Object Taxonomy and SOA-frameworks for Virtual Learning Environments. Of course, VWE is just one of potentially many ways to implement this, and there are still several unsolved problems A list of unsolved problems may refer to several conjectures or open problems in various fields. The problems are listed below:

General
  • Unsolved problems in linguistics
  • Unsolved problems in economics
  • Unsolved problems in mathematics
. One of the more challenging ones is to replace the VWE interface with a suitable standard. The current VWE demonstrator uses SOAP and Web Service technology together with Java RMI (Remote Method Invocation) A standard from Sun for distributed objects written in Java. RMI is a remote procedure call (RPC), which allows Java objects (software components) stored in the network to be run remotely.  (Govindaraju, Slominski, Choppella, Bramley, & Gannon, 2000), which is not good enough. Web Service technology is, in part, not powerful enough and creates overhead, while RMI is too Java specific. Since the overall objective is to provide a general model, it is important that the resulting architecture becomes as transparent and independent as possible.

A general problem affecting VWE is the lack of interoperable The ability for one system to communicate or work with another. See interoperability. , sophisticated systems for metadata mark-up, archiving, search and retrieval, as well as for sequencing of learning resources (Resource Objects, Learning Objects and Learning Modules in the case of VWE). This reduces the flexibility and power of the VWE Learning Objects Taxonomy as well as the VWE framework itself, by preventing the existence of powerful, distributed networks of learning resources. One way out of this could be an increased use of Semantic Web technology, which can better support distributed metadata and Semantic interoperability This article or section may be confusing or unclear for some readers.
Please [improve the article] or discuss this issue on the talk page.
. This is shown by the work done by the Edutella team (Nejdl et al., 2002) and the Knowledge Management Research Group (6) at KTH (Kraan, 2003; Palmer et al., 2004; Nilsson et al., 2002).

The details of the VWE SOA-framework, implementation and related findings will be addressed in future articles.

References

Advanced Distributed Learning Distributed Learning means a method of instruction that relies primarily on indirect communication between students and teachers, including internet or other electronic-based delivery, teleconferencing or correspondence; (British Columbia, School Act, 2006).  (ADL). (2001). Shareable content object reference model (SCORM) Version 1.2 Retrieved September 28, 2005, from http://www.adlnet.org/scorm/index.cfm

Berglund, M. (2003). Virtual workspace environment: VWE 2 Book. Retrieved September 29, 2005, from http://www.frepa.org/projects/vwe/vwe2.pdf

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pertaining to data that have been submitted to standardization procedures.


standardized morbidity rate
see morbidity rate.

standardized mortality rate
see mortality rate.
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SITI Service Investigation and Trouble Identification (Bellcore) 
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Notes:

(1) http://www.imsproject.org/

(2) http://ieeeltsc.org/

(3) http://www.adlnet.org/

(4) http://scam.sourceforge.net/

(5) http://www.sifinfo.org

(6) http://kmr.nada.kth.se

FREDRIK PAULSSON AND AMBJORN NAEVE

Royal Institute of Technology--Stockholm, Sweden

frepa@nada.kth.se

amb@nada.thh.se
COPYRIGHT 2006 Association for the Advancement of Computing in Education (AACE)
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