簡易檢索 / 詳目顯示

研究生: 黃智廣
Huang, Chih-Kuang
論文名稱: 增進SCORM平台伺服端素材利用之Java類別庫設計與實作
Design and Implementation of the Reusable Java Class Library Enhancing SCORM Model
指導教授: 朱治平
Chu, Chih-Ping
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2008
畢業學年度: 96
語文別: 中文
論文頁數: 75
中文關鍵詞: 素材再利用學習內容元件化開發SCORM
外文關鍵詞: SCORM, Asset, Component-based Development, Learning Content, Reuse
相關次數: 點閱:90下載:1
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 教材內容是數位學習吸引學習者的關鍵,然而SCORM(Sharable
    Content Object Reference Model)標準素材(Asset)卻大多侷限於客戶端
    的設計,本研究透過對素材之分析,提出一新的SCORM基礎素材-Java Class。此素材做為SCORM架構之基礎元素,使得教材設計比以往更為彈性,並增加客戶端與伺服端之互動以及教材能力。此基礎素材-Java Class並能搭配現今的技術,創造出一個Web 2.0之學習環境。
    有鑒於Java Class開發不易,本研究中提出一個再利用類別庫的機制來做搭配,並配合元件化開發(Component-based Development)的方式來減少教材編寫者編寫Java Class的難度,此系統架構不只提供Java素材之再利用(Reuse),且能提供下載、搜尋、以及提供類別資訊,並由此來幫助教材編寫者設計較彈性之學習內容(Learning Content)。
    藉由新素材的可重用性以及強大的功能性,幫助教材編寫者快
    速設計出品質良好的教材。當教材編寫者設計出一新的元件,系統會將之儲放於類別庫中,做為將來教材編寫者發展數位教材之基礎元件。並對此新增之基礎素材提供物件化的管理與處理,包括素材分類、素材資訊儲存以及素材彙集與再利用。

    Learning content is the key to attract learner, but the standard assets of SCORM are limited to the ones designed on client side. Our research provides a new fundamental asset, Java Class, through analysis of assets‘ benefits and deficits. This new asset will become the element of infrastructure of SCORM and make online course more flexible than ever. It also benefits the interaction between client side and server side. Java class can be integrated with other technologies to create an environment for Web 2.0.
    This paper presents the architecture of the reusable Java class library and the structure supporting component-based development to alleviate the difficult of developing Java Class for most learning content designers.
    The system architecture proposed not only provides the reusable asset of Java Class but also provides search, download, the class information, and support for component-based development. The learning content designer can use this system to develop flexible learning content.
    The new asset helps the learning content designer create better learning content by the reusability and capability of Java class. When a new component (Java Class) is created, our system stores it in the reusable class library to become the basis of component for developing learning content. This system also supports the management of classification, information storing, colleting and reusability of this new basic asset, Java Class.

    圖目錄 ............................................... VIII 表目錄 .................................................. X 第一章 緒論 ............................................. 1 1.1 簡介 ....................................................................... 1 1.2 研究動機與目的 ............................................................. 1 1.3 章節提要 ................................................................... 2 第二章 背景知識 ......................................... 3 2.1 XML ...................................................................... 3 2.1.1 XML 標籤的結構 ............................................................................................................... 3 2.1.2 Well-Formed XML.............................................................................................................. 5 2.1.3 Validating XML 文件 ......................................................................................................... 6 2.1.4 XML 優勢 ........................................................................................................................... 7 2.1.5 XML Schema 規格 ............................................................................................................. 7 2.2 SCORM 標準之探討 .......................................................... 9 2.2.1 內容集合模式(Content Aggregation Model , CAM) ......................................................... 9 2.2.2 執行環境(Run-Time Environment) .................................................................................. 16 2.3 元件化開發(COMPONENT-BASED DEVELOPMENT, CBD) .............................. 19 2.3.1 基於元件之模式(Component-based Model)[20] .......................................................... 19 2.3.2 元件化開發之步驟(Component-based Development Step)[20] ................................ 20 2.3.3 元件分類(Classifying Components)[20] ....................................................................... 20 2.3.4 再利用環境(Reuse Environment) .................................................................................... 22 2.4 學習物件(LEARNING OBJECTS) ................................................. 23 2.4.1 積木理論(LEGO theory) .................................................................................................. 23 2.4.2 學習物件特色(Learning Objects Feature) ........................................................................ 23 2.4.3 設計學習物件原則(Principle of Design Learning Objects) ............................................. 24 2.4.4 利用、再利用、再目的(Use、Reuse、Repurpose) ....................................................... 25 2.4.5 學習物件之再利用性 ....................................................................................................... 26 2.5 SCORM 支援之數位學習教學素材 ............................................. 27 2.5.1 SCORM 之數位教學素材類型 ........................................................................................ 27 2.5.2 教學素材特性分析 ........................................................................................................... 27 vii 第三章 系統設計與架構 ................................... 29 3.1 新增基礎素材JAVA CLASS ..................................................... 29 3.1.1 分析Java Class ................................................................................................................. 30 3.1.2 新增標籤元素定義 ........................................................................................................... 31 3.1.3 支援基礎素材(Asset) - Java Class ................................................................................... 33 3.2 支援元件化開發之再利用類別庫 ............................................... 35 3.2.1 提供支援元件化開發之再利用類別庫架構 ................................................................... 35 3.2.2 匯入課程........................................................................................................................... 38 3.2.3 整體系統架構圖 ............................................................................................................... 42 3.2.4 素材(Java class)於系統中之循環 .................................................................................... 43 3.3 系統功能 .................................................................. 44 3.3.1 本系統支援之教材技術 ................................................................................................... 45 第四章 系統實作 ........................................ 47 4.1 實作環境 .................................................................. 47 4.2 新增並支援基礎素材JAVA CLASS ............................................... 48 4.3 支援COMPONENT-BASED DEVELOPMENT 之再利用類別庫 ........................... 52 第五章 結果與討論 ..................................... 56 5.1 系統與SCORM 平台之整合 .................................................. 56 5.2 使用策略說明 .............................................................. 60 5.2.1 系統使用說明 ................................................................................................................... 60 5.2.2 使用者策略....................................................................................................................... 62 5.3 系統測試 .................................................................. 63 5.3.1 測試畫面........................................................................................................................... 63 5.3.2 測試結果........................................................................................................................... 67 5.3.3 原始SCORM 如何支援本研究 ....................................................................................... 68 5.3.4 問題討論........................................................................................................................... 69 第六章 結論與未來工作 ................................... 70 6.1 結論 ...................................................................... 70 6.2 未來工作 .................................................................. 71 參考文獻 ............................................... 73

    [1] 黃中杰,洪菁懌,JAVA 與XML 技術手冊,碁峰,2002。
    [2] 黃中杰,王天利,XML 新網頁語言開發手冊,知城數位,2000。
    [3] 陳會安,XML 理論與實務,學冠行銷股份有限公司,2005。
    [4] 莊謙本,林聖峰,”數位學習物件在課程設計上之探討”,國際電
    腦輔助教學研討會,2003。
    [5] Advanced Distribute Learning (ADL) initiative, “SCORM
    Specification – The SCORM Content Aggregation Model 2004”,
    2004.
    [6] Advanced Distribute Learning (ADL) initiative, “SCORM
    Specification – The SCORM Run-Time Environment 2004”, 2004.
    [7] Advanced Distribute Learning (ADL) initiative, “SCORM
    Specification – The SCORM Sequencing & Navigation 2004”, 2004.
    [8] Advanced Distribute Learning (ADL) initiative, “Sharable Content
    Object Reference Model (SCORM)”, online: http://www.adlnet.org/.
    [9] Advanced Distribute Learning (ADL) initiative, Sample Run-Time
    Environment, online: http://www.adlnet.gov/scorm/index.aspx.
    [10] AJAX(Asynchronous JavaScript and XML), online:
    http://zh.wikipedia.org/w/index.php?title=AJAX&variant=zh-tw.
    [11] Bohl , O., Schellhase, J., Sengler, R. & Winand, U., ”The Sharable
    Content Object Reference Model (SCORM) – A Critical Review” ,
    IEEE Conference on.Proceedings of the International Conference on
    Computers in Education, pp. 950-951, 2002.
    [12] Brett McLaughlin, Java and XML, 2/e, O’REILLY, 2001.
    [13] Dodds, P. & Thropp, S. E., SCORM® 2004 3rd Edition Content
    Aggregation Model, online:
    74
    http://www.adlnet.gov/downloads/DownloadPage.aspx?ID=237,
    2006.
    [14] Gettinger, M.,” Individual differences in time needed for learning: A
    review of the literature”, Educational Psychologist, 19, 15-29, 1984.
    [15] Graesser, A.C., & Person, N. K, Question asking during tutoring.
    American Educational Research Journal, 1994.
    [16] Hodgins, H. W., “The Future of Learning Objects”, Digital Learning
    Environments Research Group, The Edumetrics Institute, 2004.
    [17] Hodgins, W., Into the future, online:
    http://www.learnativity.com/download/MP7.PDF, 2001.
    [18] Huddlestone , J.& Pike, J., “LEARNING OBJECT REUSE – A
    FOUR TIER MODEL”, IEE and MOD HFI DTC Symposium on
    People and Systems - Who are we Designing for?, pp 25-31, 2005.
    [19] JAXP, Java API for XML Processing, online:
    http://java.sun.com/javase/6/docs/api/.
    [20] Pressman, R. S., Software Engineering: A Practioner’s Approach, 5th
    ed. N. Y.: McGraw-Hill Co, 721-746, 2001.
    [21] RIA(Rich Internet applications), online:
    http://zh.wikipedia.org/w/index.php?title=RIA&variant=zh-tw.
    [22] Sun Microsystems. (n.d.). Java™ Platform, Standard Edition 6.
    Retrieved March 18, 2008, online:
    http://java.sun.com/javase/6/docs/api.
    [23] W3C, Document Object Model (DOM), online:
    http://www.w3.org/DOM/.
    [24] W3C, Extensible Markup Language (XML), online:
    http://www.w3.org/XML/.
    [25] W3Schools Online Web Tutorials, online:
    75
    http://www.w3schools.com/default.asp.
    [26] Web 2.0, online:
    http://zh.wikipedia.org/w/index.php?title=Web2.0& variant=zh-tw.
    [27] Wiley, D. A., “Connecting learning objects to instructional design
    theory: A definition, a metaphor, and a taxonomy”, Digital Learning
    Environments Research Group, The Edumetrics Institute, 2002.

    下載圖示 校內:2009-08-27公開
    校外:2009-08-27公開
    QR CODE