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Pros and Cons while using learning objects
First of all, learning object is somewhat similar toa well-known computer programming method, Object Oriented Programming. by breaking large chunk of programming code into smaller, self efficient objects, different parts can be maintained and updated separately. This method is aiming for lower the production cost while programming a large scaled project. Once an object is created, it can be re-used by different functions through out the entire project. These objects are cost savers. Same analogy applies to learning object approach in the way of saving production cost for creating a large amount learning content while re-useable learning objects are handy. However, the downside of switching to learning objects approach from a "self-contained system" approach involves retooling and retraining costs.
From a
pedagogical
point of view, learning objects fit nicely into many ISD theories. Instructional templates can be created with slots for specific types of learning objects. Learning objects may encourage designers to operate in more disciplined ways with a positive effect. The downside of this is once a learning object is designed and packaged, it is sometime hard to change it, which may restrict some
pedagogical approaches.
However, LOAT is the solution to this. With the proper learning object authoring template, one can design, modify and re-create learning objects much more flexible than re-creating the entire learning content package.
For the end users, learning objects is the best solution possible. The learning object approach prevents consumers from being locked in to specific systems. As standards take hold, the market for content will take on more of the properties of a typical consumer market with lower costs and increased choice.

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