OpenLearn

Last updated

The Open University OpenLearn
Other name
OU
MottoLearn and Live
Type Public
Established1969
Founder Harold Wilson [1]
Jennie Lee [1]
Walter Perry [1]
Peter Venables [1]
Chancellor Baroness Lane-Fox of Soho [2]
Vice-Chancellor Tim Blackman
Students168,215 [3]
Undergraduates 156,975 [3]
Postgraduates 11,240 [3]
Location
Milton Keynes (main campus)
,
United Kingdom
48 hectares (0.48 km2) [4]
Colours
Affiliations University Alliance
Association of Commonwealth Universities
Middle States Association of Colleges and Schools
Website www.open.edu/openlearn/
www.openuniversity.edu

OpenLearn is an educational website. It is the UK's Open University's contribution to the open educational resources (OER) project and the home of free, open learning from The Open University. [5] The original project was part-funded by the William and Flora Hewlett Foundation. [6] OpenLearn is a member of the OpenCourseWare Consortium (OCWC). [7]

Contents

History

OpenLearn dates back to 1999, when Open2.net, an Open University-BBC collaboration, gave a first home to free learning resources that the public could interact with without the need to sign up to study a university course. [8] [9] The Open University launched the OpenLearn brand with the LearningSpace website in October 2006 to provide free access to extracts of educational materials generated as part of course production. The publication of such structured learning materials, designed for distance education, is unique in the field of open educational resources.

LearningSpace and Open2.net came together under the same OpenLearn brand in 2010, creating a single home for all free learning from The Open University. It also aggregates videos and audio made available via other Open University channels, such as iTunesU, YouTube, and AudioBoo. Since 2014, it has also been republishing The Open University's courses from FutureLearn, providing a space where learners unwilling or unable to commit to FutureLearn's weekly learning model can follow courses to their own timetable.

Fundamentals of the program

Through the Moodle-based virtual learning environment, learners are offered over 1000 structured media-rich study units, supported by a number of learning and communication tools in the Free Courses area. Personal profiles, learning journals and rating options empower learners to become self publishers and reviewers, tagging their entries to provide a means by which others can find and connect with their ideas. Knowledge mapping software enables learners to visually represent resources and the links between them, to construct arguments and frame debates.

The OpenLearn website also provides a standalone experience for the learner, but is also one that can be taken apart and remixed to take on a new form. The Web 2.0 approach to an open and collaborative LearningSpace primarily for learners, is complemented by OpenLearn Create(formerly Labspace and OpenLearnWorks), an area for experimentation, where educational practitioners are encouraged to download, amend and adapt both current and archived course materials. Published under an Attribution-ShareAlike-NonCommercial Creative Commons license, the Open University media-rich materials can be reused in alternative educational settings, repurposed for a local context, translated and built upon to form a larger open repository of derivative educational materials. Collaborators are encouraged to form their own areas within the LabSpace to personalise the materials, increasing the relevance of the content for specific learning communities and to test out course ideas and develop materials based on user feedback.

Virtual content

OpenLearn enables virtual content not just through its licensing model, but also through a commitment to open technologies. The use of an open source virtual learning environment, along with the ability for people to download and upload materials in various formats (from an RSS to a print to an IMS Common Cartridge) encourages replication of the content and enables interoperability with other provider's content management systems. Innovators have already re-published OpenLearn materials in new environments by implementing a variety of freely available technologies. The materials have been replicated in offline desktop libraries to provide access for remote communities around the world. RSS feeds enable the content to be easily embedded in web based widgets and RSS readers, allowing the engagement with the content to happen away from OpenLearn..

OpenLearn Create

By the end of the first phase of funding (30 April 2008), OpenLearn hosted more than five thousand hours of core OU materials and additional user generated content in the LabSpace area of the site.

In 2012, the LabSpace area was overhauled to give a better user experience and a tighter focus on collaboration with partners. The area was rebranded OpenLearn Works. [10] The site has since been further developed and redesigned, changing its name to OpenLearn Create in 2017. [11]

Related Research Articles

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

<span class="mw-page-title-main">Asynchronous learning</span> Learning that occurs on each individual students time

Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. In many instances, well-constructed asynchronous learning is based on constructivist theory, a student-centered approach that emphasizes the importance of peer-to-peer interactions. This approach combines self-study with asynchronous interactions to promote learning, and it can be used to facilitate learning in traditional on-campus education, distance education, and continuing education. This combined network of learners and the electronic network in which they communicate are referred to as an asynchronous learning network.

<span class="mw-page-title-main">Open educational resources</span> Open learning resource

Open educational resources (OER) are teaching, learning, and research materials intentionally created and licensed to be free for the end user to own, share, and in most cases, modify. The term "OER" describes publicly accessible materials and resources for any user to use, re-mix, improve, and redistribute under some licenses. These are designed to reduce accessibility barriers by implementing best practices in teaching and to be adapted for local unique contexts.

A learning management system (LMS) or virtual learning environment (VLE) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. The learning management system concept emerged directly from e-Learning. Learning management systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s. LMSs have been adopted by almost all higher education institutions in the English-speaking world. Learning management systems have faced a massive growth in usage due to the emphasis on remote learning during the COVID-19 pandemic.

Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech," it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."

Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

The term learner-generated context originated in the suggestion that an educational context might be described as a learner-centric ecology of resources and that a learner generated context is one in which a group of users collaboratively marshall available resources to create an ecology that meets their needs.

E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology.

The Tufts OpenCourseWare (OCW) project, was a web-based publication of educational material from a number of Tufts University courses, providing open sharing of free, searchable, high-quality course content to educators, students, and self-learners throughout the global community. The Tufts OCW initiative encouraged the publication and free exchange of course materials on the World Wide Web. First launched in June 2005, Tufts OCW provided materials with strong representation from Tufts' health sciences schools, some of which were equivalent to textbooks in depth. All materials on the Tufts OCW site were accessible and free of charge. As Tufts OCW is not a distance learning program, no registration, applications, prerequisites, or fees are required and no credit is granted. Tufts ended funding for its Open Courseware initiative in 2014, and content on the Tufts OCW web site was removed on June 30, 2018.

Online tutoring is the process of tutoring in an online, virtual, or networked, environment, in which teachers and learners participate from separate physical locations. Aside from space, participants can also be separated by time.

An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:

<span class="mw-page-title-main">Open Cobalt</span> Software for creating virtual worlds

Open Cobalt is a free and open-source software platform for constructing, accessing, and sharing virtual worlds both on local area networks or across the Internet, with no need for centralized servers.

<span class="mw-page-title-main">Wikiversity</span> Wikimedia wiki for learning materials

Wikiversity is a Wikimedia Foundation project that supports learning communities, their learning materials, and resulting activities. It differs from Wikipedia in that it offers tutorials and other materials for the fostering of learning, rather than an encyclopedia. It is available in many languages.

Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life. Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning.

<span class="mw-page-title-main">D2L</span> Global software company

D2L is a Canada-based global software company with offices in Australia, Brazil, Europe, Singapore, and the United States.

Educational data mining (EDM) is a research field concerned with the application of data mining, machine learning and statistics to information generated from educational settings. At a high level, the field seeks to develop and improve methods for exploring this data, which often has multiple levels of meaningful hierarchy, in order to discover new insights about how people learn in the context of such settings. In doing so, EDM has contributed to theories of learning investigated by researchers in educational psychology and the learning sciences. The field is closely tied to that of learning analytics, and the two have been compared and contrasted.

<span class="mw-page-title-main">OER Commons</span> Freely accessible online library

OER Commons is a freely accessible online library that allows teachers and others to search and discover open educational resources (OER) and other freely available instructional materials.

<span class="mw-page-title-main">Learning space</span> Physical setting for a learning environment

Learning space or learning setting refers to a physical setting for a learning environment, a place in which teaching and learning occur. The term is commonly used as a more definitive alternative to "classroom," but it may also refer to an indoor or outdoor location, either actual or virtual. Learning spaces are highly diverse in use, configuration, location, and educational institution. They support a variety of pedagogies, including quiet study, passive or active learning, kinesthetic or physical learning, vocational learning, experiential learning, and others. As the design of a learning space impacts the learning process, it is deemed important to design a learning space with the learning process in mind.

<span class="mw-page-title-main">Online learning in higher education</span> Development in distance education that began in the mid-1980s

Online learning involves courses offered by primary institutions that are 100% virtual. Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is a development in distance education that expanded in the 1990s with the spread of the commercial Internet and the World Wide Web. The learner experience is typically asynchronous but may also incorporate synchronous elements. The vast majority of institutions utilize a learning management system for the administration of online courses. As theories of distance education evolve, digital technologies to support learning and pedagogy continue to transform as well.

Virtual reality is the creation of a three-dimensional, interactive environment. With this technology, users are able to move through this developed simulation, as if it is real.

References

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  2. "Chancellor of The Open University". open.ac.uk. November 2014. Archived from the original on 8 April 2014. Retrieved 10 April 2014.
  3. 1 2 3 "Table 1 All students by HE institution, level of study, mode of study and domicile 2012/13" (Microsoft Excel spreadsheet). Higher Education Statistics Agency . Retrieved 25 November 2014.
  4. "The Open University – Estates and Building Facilities". Open.ac.uk. Retrieved 10 April 2014.
  5. Daniel, John; Killion, David (4 July 2012). "Are open educational resources the key to global economic growth?". The Guardian. Retrieved 10 August 2017.
  6. "Our story – How OpenLearn started" Archived 14 October 2007 at the Wayback Machine – Open University
  7. Open Education Consortium Members
  8. "Looking For Open2.net?". OpenLearn. The Open University. Retrieved 12 May 2015.
  9. "The OpenLearn team". OpenLearn. The Open University. Retrieved 12 May 2015.
  10. "OpenLearnWorks". OpenLearn Works. The Open University. Retrieved 12 May 2015.
  11. "OpenLearnCreate". The Open University. Retrieved 19 October 2018.