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During recent years, Higher Education has experienced important progress with respect to the resources used for lecturing. Techniques have changed from traditional blackboard methods to the use of projector transparencies and, later on, the use of video projector and PowerPoint, to present the content of the lessons. Nowadays, the use of these technologies has become more common and modern technologies have led to the development of education mainly based on information technology and communications. Learning object is defined as any digital resource that can be reused to support learning. Examples of technology-supported learning include computer-based training systems, interactive learning environments, intelligent computer-aided instruction systems, distance learning systems, and collaborative learning environments.

The term learning objects is generally applied to educational materials designed and created in small chunks for the purpose of maximizing the number of learning situations in which the resource can be utilized. Learning objects are elements of a new type of computer-based instruction grounded in the object-oriented paradigm of computer science. Object-orientation highly values the creation of components (called “objects”) that can be reused in multiple contexts. This is the fundamental idea behind learning objects: instructional designers can build small (relative to the size of an entire course) instructional components that can be reused a number of times in different learning contexts. One of these reuse objects is the flashcard. A flashcard is a set of cards bearing information, as words or numbers, on either or both sides, used in classroom drills or in private study. One person writes a question on a card and an answer overleaf. Flashcards can bear vocabulary, historical dates, formulas or any subject matter that can be learned via a question and answer format. Flashcards are widely used as a learning drill to aid memorization by way of spaced repetition.

University of Vigo has developed a number of educational projects oriented to involve teachers and students on the intensive use of new learning technologies as in grade as in postgraduate disciplines. E-learning platforms or learning management systems were found by educators and students to be a friendly technology. Knowledge pills are being used on engineering teaching in basic courses. Following in this line of work, authors are currently developing flashcards to see if the student understands the matter and may resolve exercises about different topics. These flashcards are considering for the subject of chemistry.
The student is faced with the
resolution of an exercise in a question form, he has four possible answers. The student chooses the answer that he believes right, if it is correct then appears a congratulatory message and he can go to the next question. If the answer is erroneous he has the opportunity to try again or seek help. If the student asks for help, one knowledge pill is presented with the explanation of the resolution of the problem. Subject to the development of the questions, the student is given a score that allows them to see how it is on that topic at the level of knowledge.