Designing Instruction For Open Sharing by Hai-Jew

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Designing Instruction For Open Sharing by Hai-Jew is the book authored by Shalin Hai-Jew, Information Technology Services (ITS), Kansas State University, Manhattan, KS, USA, and published in 2019 by Springer Nature Switzerland AG.

  • Altruism. A self-less care for others.
  • Authorizing document. An official document that authorizes particular work to be done, such as for an instructional design project.
  • B Corp. Corporations that make commitments to enable prosocial and proenvironmental impacts.
  • Crowd-Source. The act of going to people who are active in online communities and spaces to acquire information, resources, work, and other goods.
  • Electronic textbook. An electronic textbook, often created with multimodal features.
  • Environmental scan. A fast exploration of a particular context, often to understand opportunities and threats.
  • Granularity. The size of an item, ranging from fine to coarse granularity.
  • Internal scan. An evaluation of an in-organization environment to understand particular features.
  • Non-rivalrous. The feature of an object (such as a digital learning one) being able to be used by large numbers of people without being diminished or materially limited.
  • Open access. Able to be accessed/experienced/read without cost or other common barriers.
  • Open educational resources (OER). Openly available learning contents, often released to extended use through licensure.
  • Open shared. Resources made available to the broad public often via the web and internet and through generous licensure releases and often with the fewest barriers as possible (no or low paywalls, no or few proprietary technologies required, no membership requirements, and so on).
  • Open source. A software program with its underlying code publicly available.
  • Personal best. The optimal achievement for any individual, which is often higher than the individual may assume.
  • Reusability. The ability to use an object or sequence in a different context.
  • Sharing creator's remorse. A sense of regret for expending time, talent, and treasure in creating open-shared learning resources publicly and for free.
  • Topic-based sampler. A collection of open-shared and proprietary online learning objects based on a particular subject matter.
  • Transclusion. Act of including part of an electronic document via hypertext.
  • Cultural profiling. Applying an individual or group's cultural background as a filter through which to understand the target individual or group (with "culture" defined as the collective values, thinking, and practices of peoples at particular times and spaces).
  • Data mining. The identification of intrinsic patterns in data and information.
  • Demand-side forecasting. Projecting user interest in a product or service based on empirical and other data and research methods.
  • Demographics. Statistical data about human populations and sub-populations, including counts of people by age, race, class, and other factors.
  • Language profiling. The application of native language(s) as part of understanding individuals and groups.
  • Learner profiling. The describing of learners by rough details, usually based around particular dimensions and indicators.
  • Potential learner. A profile of individuals and groups who may find a particular open-shared learning resource of-interest for their own learning.
  • Profile extraction. The uses of user-based log data to describe learners.
  • Target learner. A profile of individuals and groups who have a learning object or sequence built in anticipation of their needs and wants.
  • Usability. Fitness for use.
  • User model. A representation of target learner group's knowledge related to the domain topic and related topics and their preferences for the learning (in context).
  • Abductive Reasoning. Observing in-world phenomenon and providing the simplest likely explanation through logical inference.
  • Analytics. Computational analysis of data.
  • Framework. Underlying structure to a phenomenon (defined in this case as a learning resource).
  • Heuristics. An applied problem-solving technique.
  • Model. A theorized representation of a meso- or micro- system or dynamic in the world, often comprised of entities and relationships and dynamics.
  • Theory. A system of interrelated ideas and/or principles explaining an in-world macro phenomenon (often expressed as principles and concepts).
  • Accessibility. The conveyance of information on several perceptual channels (sight, hearing, touch, taste, and smell) and via multiple methods of symbolic processing (to enable understanding), usually through communicating through multiple modalities to ensure that those who have differing abilities can still access the information and related learning; the provisioning of information which enables users to maintain as much control over the consumption and learning experience as possible.
  • Closed Captioning. Timed text representing verbatim speech for audio and video files.
  • Controlled Information. Information (such as technical data, trade secrets, and others) that is sufficiently sensitive to a nation-state so that its export and sharing is restricted.
  • Copyright. The legal right to temporary ownership of a creative work that one has created.
  • Defamation. Harming a person's public reputation and name through incorrectly shared information through publication (libel) and broadcast (slander).
  • Intellectual Property. A creative work that may be protected under copyright, patent, trademark, or other IP protection.
  • Libel. A false statement that is published about a person or entity.
  • Media Rights Release. A contract that releases the rights to use the signer's likeness in a recorded medium for particular defined purposes.
  • Right to be Forgotten ("the right to silence on past events in life that are no longer occurring"). The ability to request that past online information (text, photos, audio, video, and other modalities) about an individual be removed from the Web and Internet.
  • Universal Design. A framework used to "provide multiple means of representation," "multiple means of action and expression," and "multiple means of engagement" in online learning (according to the National Center on Universal Design for Learning).
  • Authoring Tool. A software program that enables the design and creation of borndigital contents (also referred to as "authorware" and "courseware" and other terms in the electronic learning space).
  • Content Management System. A technology that enables the hosting and delivery of various types of digital contents: text, imagery, video, and others.
  • Digital Preservation. Enablement of authentic digital contents over time.
  • Freeware. Free or no-cost software.
  • Learning Management System (LMS). A technology tool that enables various dimensions of online (and blended and face-to-face) learning including the management of persistent identities, delivery of digital presentations, assignments, assessments, grading, and others.
  • Slow Fire. A term (from the library sciences and information sciences) to describe the aging and degrading of paper over time ("paper embrittlement resulting from acid decay"); a term which has also been applied to digital technologies which go defunct resulting in limited access to various contents.
  • Social Media Platform. A technology that enables people to create personal profiles in persistent ways, intercommunicate, and interact with others.
  • User-Generated Contents. The text, images, audio, video, and multimedia created and shared with others by users of a social media platform.
  • Budget. A listing of costs to actualize a learning design balanced against available funds (if any).
  • Documentation. Records, official information.
  • Metadata. Data about data.
  • Optimism bias. A tendency to view a context in overly positive ways (based on the reality of the context).
  • Planning fallacy. A form of optimism bias in which people tend to underestimate how much time it may take to complete a set task.
  • Project stylebook (work stylebook). A project document that describes the requirements for learning resources, including the look-and-feel and functions.
  • Science of instruction. A set of research based findings about methods to enhance instruction.
  • Statement of work. A project document that describes the work.
  • Storyboard. A visual-based planning document that focuses on the sequence of a learning resource.
  • Templating. The creation and usage of templates (patterned files) to ensure the quality and uniformity and consistency of learning resources.
  • Work plan. A formal document that describes the work that will be achieved during a project and the standards that will be built to.
  • #failfast. A silicon valley value to test new ideas quickly and identify quickly whether they will or will not work in order to advance to more constructive approaches.
  • Curation. Management of a set or collection of object types.
  • Draft. A preliminary version.
  • Early designs. Any of an initial series of instantiated or expressed concepts for a particular (instructional) plan.
  • Evolutionary prototype. An early design that evolves as understandings (of user needs, of technological contexts, and other information) change.
  • Exemplars. An excellent or typical example.
  • Learning object. A reusable component-based resource used for learning in different contexts.
  • Paper prototyping. Using paper and pencil/pens for early designs comprised of drawings and text usually.
  • Prototype. The first of a type or form, a model, an archetype.
  • Throwaway prototype. An initial design created for learning and not for implementation, available for discarding.
  • Wireframe. A digital prototype (of a website, application, or software program) that enables some observable behaviors/functionality and structures that mimic a real object.
  • WYSIWYG. What You See is What You Get as a kind of technological design interface for authoring.
  • Authoring tool. The software used to create digital contents.
  • Data collection. The collating of relevant information and data.
  • Data visualizations. The expression of concepts and data in image format.
  • Deliverable. The finalized digital contents to be launched or distributed to the general public.
  • Digital contents. Any of a number of digital format files (expressed as images, text, audio, video, and others; multimedia slideshows, games, simulations, and learning objects; others.
  • Digital learning object (DLO). A digital file or aggregation of files and functionalities to enable the acquisition of knowledge, skills, and abilities.
  • Downloadable. A digital file that may be downloaded (and often printed).
  • Online learning sequence. The designed (and/or actual) experiential learning sequence for learners.
  • Proof of concept. Evidence that shows that a design is feasible, usually applied to new inventions that are shown to work by research in a lab or in the field.
  • Short course. A formal or informal online learning sequence of limited duration (usually an hour or two).
  • Tranclusion. Including parts of one document to another through hypertext pointing (such as by automated or manual means).
  • Alpha testing (α testing). In-house testing of learning objects for whether they meet predefined standards (for such issues as legality, accessibility, technological functionality, and others).
  • Audience fidelity. The faithfulness or alignment of a test group with the actual users who will be using the learning resources, how representative a particular group is in representing the target audience.
  • Automated testing. The uses of applied scripts to assess particular features of learning objects and sequences.
  • Beta testing (β testing). Testing of learning objects with select public audiences to test for learning efficacy and public acceptance as well as other features.
  • Customized testing. Adaptive and unique testing specific to particular learning objects or projects.
  • Digital preservation. Work of re-versioning digital files into formats that may be more accessible or usable over time (even in light of the "slow fires" of technological change).
  • Interactivity. The interactions between a user (or users) and technology systems.
  • Metadata. Data about data.
  • Porting. Moving contents from one technology platform to another.
  • Showstopper. A problematic factor in a work (or learning resource, in this case) that prevents it from being used because of the seriousness of this issue or challenge.
  • Universal file format. An openly accessible file type that proprietary file formats may be converted to or from.
  • User interface. A designed screen through which users may interact with technology systems.
  • Broadcast. To send a message to a wide audience through technology.
  • Curation. The collection, selection, management, and presenting of relevant contents in a set.
  • Hard Launch. A full release of a new learning resource to the general public.
  • Narrowcast. To send a message to a relatively small audience.
  • Post-Launch Care. (1) the support of past, current, and future users of an openshared learning resource and/or (2) the maintenance and updating of learning resources into the future with necessary revisions and retrofitting.
  • Potential Learners. The individuals and groups who may benefit from a particular learning resource but who were not the original intended focuses of the design and development.
  • Press Release. A structured and official statement on a particular topic by an organization, individual, or company released to the public (and which may often be used verbatim, and which includes contact information about the press officer who may be contacted for more information).
  • Public Relations. The external communications of an ego or entity to promote a positive public reputation.
  • Publicity. The distribution of information to the general public or to targeted groups.
  • Publicity Campaign. A concerted endeavor to reach the public or targeted groups with particular messages (to induce the public to awareness, behavior, or other volitional actions).
  • Social Media. Socio-technical spaces that enable people to create persistent personality profiles, interact, intercommunicate, share digital resources, and achieve shared goals.
  • Soft Launch. A partial release of a new learning resource to targeted or restricted audiences as either the full publicity endeavor or as a prelude to a hard launch.
  • Targeted Learners (Focal Learners). The individuals and groups for whom a learning resource is intended (and was designed and developed for).
  • Usage Monitoring. The act of checking on the amount of usage a learning resource receives along with other usage information.
  • Lindy's Law (Lindy Effect). A concept that the length of time that something nonperishable has existed will suggest how much longer it will continue (longer survival rates of an object may indicate continuing longer term survival or life expectancy).
  • Open Sharing. The combination of open-access, open-source, and social-sharing of originally-created objects (in this case, learning objects and learning sequences).
  • Open Source. Availability of original source code.
  • Point of View (POV). A subjective perspective, a unique worldview.
  • Possible Futures. Potential alternate (and somewhat mutually exclusive) prospects in the near-term, mid-term, and future term.