Table 1: A set of e-lessons.
λ
1
= (“DNA”, “Univ. Freshman”, “Biology”)
λ
2
= (“DNA”, “Univ. PhD students”, “Biology”)
λ
3
= (“DNA”, “Univ. Seniors”, “Computer
Science”)
λ
4
= (“DNA”, “Univ. Seniors”, “Forensic
Medicine”)
Let us assume that the four versions of the e-
lesson on DNA in Table 1 are already developed and
in use. Now the development of a new e-lesson on
the same subject for the freshman students of
medicine is being attempted. Can some parts of the
values
from the existing four e-lessons be used for
this fifth group of students? To answer this
question, it would be beneficial to first lay out the
ground work for an e-lesson development.
• Time and Cost. The most time consuming
and costly part of an e-lesson development is
the creation of digital content for an e-lesson
because an e-lesson requires the valuable
time of a field/domain expert in both the
initial design-and-development and the
subsequent modifications and or re-writing of
the lesson for different audience in the same
or different fields. Therefore, using the
existing e-lessons whose glitches, for the
most part, are already removed can shorten
and lessen the amount of time and cost
necessary for development of a new e-lesson.
Though the original e-lesson
developer can be consulted, if necessary, for
any modification, the required time and cost
would still be less than developing an e-
lesson from ground zero.
Furthermore, providing links to the
existing e-lessons inside the new e-lesson can
substantially shorten the e-lesson itself or,
rather, expand the e-lesson beyond the
boundaries of the intended objectives of the
present lesson.
• Success Rate. Using the existing e-lessons
or parts of them whose content validities
have inevitably been already tested would
improve the chances of success for the new
e-lesson, and thus the e-learning experience.
To sum up the points made, it may be stated that an
e-lesson can be constructed time-and-cost effectively
through using, re-using, and referencing the existing
lessons. To actualize such idea, however, requires
the removal of some obstacles first. The obstacles
are: (a) how to find the e-lessons of interest and (b)
how to utilize the found e-lessons.
An architecture has been presented by Siqueira
et al (Siqueira et al, 2002) that resolves the first
obstacle. This paper, however, presents a
framework for the removal of the both obstacles
making the use, re-use, and reference to other
existing lessons possible. The foundation of the
framework is investigated in section 2. The
framework itself and the relevant discussion are
covered in section 3. The conclusion and future
research are included in section 4.
2 THE FOUNDATION OF THE
FRAMEWORK
An e-lesson has the following properties:
(a) Dimensions. An e-lesson is a 3D object,
λ = (S, A, F).
(b) Value. An e-lesson has a value,
ω = {o
1
, o
2
, . . ., o
p
}.
(c) Owner. The owner of an e-lesson has the right
to his/her intellectual property and is the
authority for granting permission and profiting
from the lease of his/her property, if so he/she
chooses.
(d) Host. A host is the computer in which the e-
lesson resides.
(e) View. The information, metadata, regarding an
e-lesson, which is within the “content” section
of a meta tag inside the HTML source, is
considered to be the view of the e-lesson. The
metadata contains the actual descriptive-words
about the value of the e-lesson including
keywords, terms, phrases, etc. The structure of
metadata for e-lessons is aimed to become
standardized (Anderson et al, 1999, Hermans et
al, 1999, and Hodgines et al 2002) and the EU
commission initiative on e-learning and IEEE
are the two major forces behind this effort. In
order for e-lesson developers to create a new e-
lesson, they need to query the views, manipulate
the views, and map the views, all of which are
addressed below.
2.1 Querying the Views
An e-lesson designer needs to query metadata of
existing e-lessons of interest related to the e-lessons
A FRAMEWORK FOR DEVELOPMENT AND MANAGEMENT OF E-LESSONS IN E-LEARNING
505