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Reusability and Reusable Design




         Ben Clark - IT 8000
Reusability and Reusable Design


What is reusability?
 • The ability to use the same resource multiple times in
   multiple ways and in multiple contexts.

 • It can involve adapting or adopting a resource.

 • Benefits include saving time and money for developers
   and providing a greater variety of resources for learners.
Reusability and Reusable Design


Requirements for Reusability
                       Can it be identified?




                          Reusable
Does it work for me?                           May it be used?
                          Resource




                          Will it work?
Reusability and Reusable Design


Can a resource be identified?
 • A resource can only be reused if people know it’s there.

 • The search and discovery method is the most common way
   people identify the resources they need.

 • The crucial element of making search and discovery
   successful is metadata. Developers should provide as much
   metadata as possible.
Reusability and Reusable Design


5 Types of Metadata
 • Basic descriptive metadata (bibliographic metadata): title, author,
   subject, keywords, description, etc.

 • Contextual metadata: learning objectives, target audience,
   level of difficulty

 • Rights metadata: copyright information, terms of use, permissions
   contact information

 • Technical metadata: platform requirements, software requirements,
   format, and other structural information

 • Usage Information: guides and other documentation
Reusability and Reusable Design


 Metadata: ASCO University Item Bank
     A 71-year-old patient has received treatment over the last 2 years for bone only metastatic infiltrating ductal cancer,
     which is ER and PR positive. HER2 is negative. Her disease has previously progressed on anastrozole, and
     subsequently fulvestrant. She now has new rib lesions, and her CA 27-29 has risen from 89 to 110 over the past 3
     months. Mild pain is controlled by ibuprofen. The patient does not want chemotherapy, and after discussion tamoxifen
     is started. Two weeks later, she calls over the weekend with increased pain in her back and ribs. Upon evaluation in the
     clinic the following morning, her pain continues, and the CA 27-29 rises to 141.

     Which of the following is the most appropriate course of action?

         A. Change to exemestane
         B. Start palliative chemotherapy
         C. Consult radiation oncology for administration of samarium
         D. Optimize pain control



                                  Metadata: MOCBR / BR / MP / J


Product where item “lives”                 Disease area                   Subcategory                  Physician Task Code
Reusability and Reusable Design


Metadata: HBO on Demand

       All Movies                     All Movies HD

         Action                         Comedy

         Drama                       Horror/Suspense

          Kids                          Romance
Reusability and Reusable Design


Generating Metadata
 • Automated metadata generation – software that supports the
   development of a resource should be sophisticated enough to know and
   record basic descriptive and contextual metadata

 • Standards – several organizations have developed metadata standards
   that allow digital libraries to record and keep track of contextual and
   technical metadata
             Institute of Electrical & Electronics Engineers (IEEE)
             Dublin Core Metadata Initiative
             Library of Congress
             Open Archives Initiative Protocol for Metadata Harvesting
             Metadata Research Center (MRC) UNC-Chapel Hill
Reusability and Reusable Design


May a resource be used?
 • Digital resources are increasingly subject to intellectual property rights,
   including patents, trade and service marks, and copyright.

 • Copyright is used to protect the interests of developers who may
   receive compensation from the sale of content. Copyright can also
   prevent intended uses.

 • Resource developers should do their best to grant appropriate
   permissions in advance of releasing their content to users.
Reusability and Reusable Design


Granting Permissions
 • The Creative Commons has developed licenses that convey a small set
   of standard terms and conditions. The licenses comes with legal forms,
   plain English forms, and forms for inclusion in a Web page or other
   resource.

 • These licenses can be used to grant a user the right to copy, modify, and
   accredit a resource. They can also restrict the licensed use of a resource
   to noncommercial purposes.

 • To increase the reusability of a resource, developers should disseminate
   their work under a license of this type.
Reusability and Reusable Design




                                       Creative Commons
                                  http://creativecommons.org
Reusability and Reusable Design




                                       Creative Commons
                                  http://creativecommons.org
Reusability and Reusable Design
Reusability and Reusable Design


Managing Rights
 • Potential users must be able to see the restrictions and licenses, and
   they must be supplied with the necessary information to request or
   purchase further rights.

 • This type of information can be embedded in standard metadata.

 • Potential users be able to identify the rights holder so they know where
   to ask for further permissions.
Reusability and Reusable Design


Will a resource work?
 • Standards also exist to enhance the interoperability and cross-platform
   compatibility of resources.

 • These standards can be formal industry standards or simple formatting
   standards that are widely available and accepted.

       Formal Industry Standards        Formatting Standards
       IEEE                             Microsoft Word
       SCORM                            Microsoft PowerPoint
       IMS Global Learning Consortium   PDF
                                        FlashTM
Reusability and Reusable Design


Reusable Design
 • The goal of reusable design is to develop content that can be used in as
   many ways and in as many contexts as possible without forfeiting its
   value and usefulness .

 • Five layers should be considered when developing a resource for reuse:

                  1) Content
                  2) Context
                  3) Pedagogy
                  4) Structure
                  5) Presentation
Reusability and Reusable Design


Reusable Design: Content
 • Content is at the heart of any learning resource.

 • Content can be presented in different ways, and it will determine the
   target audience. (How far reaching is the learning resource?)

 • Resources should be designed within the constraints imposed by its
   content.
Reusability and Reusable Design


Reusable Design: Context
 • The context of a resource will determine how it will be used and
   understood by a learner.

 • Do not assume that the learning context will be the same for all
   learners.

 • To increase reusability of a resource:
            Remove cultural dependencies
            Ensure that external references are available online
            Follow Web accessibility guidelines
            Clarify any assumptions about terminology and notation
            Make the content available in multilingual versions
Reusability and Reusable Design


Reusable Design: Pedagogy
 • Resources should be created that do not require explicit pedagogical
   approaches. In other words, do not design a resource for a single
   setting or instructional strategy.

 • A learning resource is more valuable and more reusable if it is designed
   for as many pedagogical settings as possible.
Reusability and Reusable Design


Reusable Design: Structure
 • Resources should be structured into learning objects, or self-contained
   sections that address single learning objectives.

 • The more a learning object is linked to another, the less reusable it
   becomes. (Koohang, 2007)

 • Structuring the physical and conceptual units of a resource into
   independent sections will increase the likelihood of it being reused.
Reusability and Reusable Design


Reusable Design: Presentation
 • Presentation is the overall look and feel of a learning resource.

 • Presentation includes the fonts, color scheme, graphics, layout, sound
   or video clips, and any other elements that are used to deliver the
   resource.

 • Presentation should always be completely detached from content.
   Someone should be able to reuse the same content just by changing
   “the skin.”
Reusability and Reusable Design


Conclusion
 • Designing resources for reuse can be challenging, but if done correctly,
   the benefits far outweigh the time and effort needed to produce them.

 • Following the requirements for reuse has not become habit for most
   instructional designers. Once the benefits become more apparent,
   designing for reuse should become standard practice.
Reusability and Reusable Design




 Information presented here is courtesy of

      http://www.reusablelearning.org

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Reusability And Reusable Design

  • 1. Reusability and Reusable Design Ben Clark - IT 8000
  • 2. Reusability and Reusable Design What is reusability? • The ability to use the same resource multiple times in multiple ways and in multiple contexts. • It can involve adapting or adopting a resource. • Benefits include saving time and money for developers and providing a greater variety of resources for learners.
  • 3. Reusability and Reusable Design Requirements for Reusability Can it be identified? Reusable Does it work for me? May it be used? Resource Will it work?
  • 4. Reusability and Reusable Design Can a resource be identified? • A resource can only be reused if people know it’s there. • The search and discovery method is the most common way people identify the resources they need. • The crucial element of making search and discovery successful is metadata. Developers should provide as much metadata as possible.
  • 5. Reusability and Reusable Design 5 Types of Metadata • Basic descriptive metadata (bibliographic metadata): title, author, subject, keywords, description, etc. • Contextual metadata: learning objectives, target audience, level of difficulty • Rights metadata: copyright information, terms of use, permissions contact information • Technical metadata: platform requirements, software requirements, format, and other structural information • Usage Information: guides and other documentation
  • 6. Reusability and Reusable Design Metadata: ASCO University Item Bank A 71-year-old patient has received treatment over the last 2 years for bone only metastatic infiltrating ductal cancer, which is ER and PR positive. HER2 is negative. Her disease has previously progressed on anastrozole, and subsequently fulvestrant. She now has new rib lesions, and her CA 27-29 has risen from 89 to 110 over the past 3 months. Mild pain is controlled by ibuprofen. The patient does not want chemotherapy, and after discussion tamoxifen is started. Two weeks later, she calls over the weekend with increased pain in her back and ribs. Upon evaluation in the clinic the following morning, her pain continues, and the CA 27-29 rises to 141. Which of the following is the most appropriate course of action? A. Change to exemestane B. Start palliative chemotherapy C. Consult radiation oncology for administration of samarium D. Optimize pain control Metadata: MOCBR / BR / MP / J Product where item “lives” Disease area Subcategory Physician Task Code
  • 7. Reusability and Reusable Design Metadata: HBO on Demand All Movies All Movies HD Action Comedy Drama Horror/Suspense Kids Romance
  • 8. Reusability and Reusable Design Generating Metadata • Automated metadata generation – software that supports the development of a resource should be sophisticated enough to know and record basic descriptive and contextual metadata • Standards – several organizations have developed metadata standards that allow digital libraries to record and keep track of contextual and technical metadata  Institute of Electrical & Electronics Engineers (IEEE)  Dublin Core Metadata Initiative  Library of Congress  Open Archives Initiative Protocol for Metadata Harvesting  Metadata Research Center (MRC) UNC-Chapel Hill
  • 9. Reusability and Reusable Design May a resource be used? • Digital resources are increasingly subject to intellectual property rights, including patents, trade and service marks, and copyright. • Copyright is used to protect the interests of developers who may receive compensation from the sale of content. Copyright can also prevent intended uses. • Resource developers should do their best to grant appropriate permissions in advance of releasing their content to users.
  • 10. Reusability and Reusable Design Granting Permissions • The Creative Commons has developed licenses that convey a small set of standard terms and conditions. The licenses comes with legal forms, plain English forms, and forms for inclusion in a Web page or other resource. • These licenses can be used to grant a user the right to copy, modify, and accredit a resource. They can also restrict the licensed use of a resource to noncommercial purposes. • To increase the reusability of a resource, developers should disseminate their work under a license of this type.
  • 11. Reusability and Reusable Design Creative Commons http://creativecommons.org
  • 12. Reusability and Reusable Design Creative Commons http://creativecommons.org
  • 14. Reusability and Reusable Design Managing Rights • Potential users must be able to see the restrictions and licenses, and they must be supplied with the necessary information to request or purchase further rights. • This type of information can be embedded in standard metadata. • Potential users be able to identify the rights holder so they know where to ask for further permissions.
  • 15. Reusability and Reusable Design Will a resource work? • Standards also exist to enhance the interoperability and cross-platform compatibility of resources. • These standards can be formal industry standards or simple formatting standards that are widely available and accepted. Formal Industry Standards Formatting Standards IEEE Microsoft Word SCORM Microsoft PowerPoint IMS Global Learning Consortium PDF FlashTM
  • 16. Reusability and Reusable Design Reusable Design • The goal of reusable design is to develop content that can be used in as many ways and in as many contexts as possible without forfeiting its value and usefulness . • Five layers should be considered when developing a resource for reuse: 1) Content 2) Context 3) Pedagogy 4) Structure 5) Presentation
  • 17. Reusability and Reusable Design Reusable Design: Content • Content is at the heart of any learning resource. • Content can be presented in different ways, and it will determine the target audience. (How far reaching is the learning resource?) • Resources should be designed within the constraints imposed by its content.
  • 18. Reusability and Reusable Design Reusable Design: Context • The context of a resource will determine how it will be used and understood by a learner. • Do not assume that the learning context will be the same for all learners. • To increase reusability of a resource:  Remove cultural dependencies  Ensure that external references are available online  Follow Web accessibility guidelines  Clarify any assumptions about terminology and notation  Make the content available in multilingual versions
  • 19. Reusability and Reusable Design Reusable Design: Pedagogy • Resources should be created that do not require explicit pedagogical approaches. In other words, do not design a resource for a single setting or instructional strategy. • A learning resource is more valuable and more reusable if it is designed for as many pedagogical settings as possible.
  • 20. Reusability and Reusable Design Reusable Design: Structure • Resources should be structured into learning objects, or self-contained sections that address single learning objectives. • The more a learning object is linked to another, the less reusable it becomes. (Koohang, 2007) • Structuring the physical and conceptual units of a resource into independent sections will increase the likelihood of it being reused.
  • 21. Reusability and Reusable Design Reusable Design: Presentation • Presentation is the overall look and feel of a learning resource. • Presentation includes the fonts, color scheme, graphics, layout, sound or video clips, and any other elements that are used to deliver the resource. • Presentation should always be completely detached from content. Someone should be able to reuse the same content just by changing “the skin.”
  • 22. Reusability and Reusable Design Conclusion • Designing resources for reuse can be challenging, but if done correctly, the benefits far outweigh the time and effort needed to produce them. • Following the requirements for reuse has not become habit for most instructional designers. Once the benefits become more apparent, designing for reuse should become standard practice.
  • 23. Reusability and Reusable Design Information presented here is courtesy of http://www.reusablelearning.org