• Title/Summary/Keyword: 디지털 학습 환경

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A Study On Effectiveness of Digital Inking in the Collaboration Learning with Digital Textbook (디지털교과서를 활용한 협력적 학습상황에서 디지털 잉크의 효과성 연구)

  • Yun, Min-Sik;Sohn, Won-Sung
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.95-99
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    • 2010
  • 학습자는 교수 학습 상황에서 대부분 배운 내용을 잉킹을 통해 정리한다. 교수자와 학습자 사이에서 잉킹을 통한 상호작용은 매우 중요하며 이와 관련된 다양한 연구가 진행되고 있다. 디지털교과서가 점점 보급되고 있는 상황에서 서책형교과서와 디지털교과서가 공존하는 현재의 과도기적인 교육환경은 일반적인 잉킹과 디지털 잉킹이 공유하고 있다. 이에 디지털 교과서를 활용한 협력적인 학습상황에서 과제를 제시한 후, 일반적인 잉킹과 디지털 잉킹을 학생들에게 그룹별로 각각 적용하도록 환경을 구성하였다. 본 논문에서는 일반적인 잉킹환경과 디지털 잉킹환경이라는 두가지 잉킹 방식을 적용한 후에 학생의 태도 및 판단, 문제 해결의 정확성, 학생의 선호도에 어떤 영향을 미치는지 분석하였다.

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e-러닝 성공전략 - 디지털 시대의 기업교육 패러다임 `e-러닝`

  • 김영순
    • Korea Information Communication Reporters Association
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    • s.6
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    • pp.20-21
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    • 2001
  • 집합식 교육의 대안으로서 최근 기업 환경에서 인식되고 있는 인재육성 방법이 바로 e-러닝이다. 이는 비즈니스와 정보기술 분야에서 나타나던 디지털 혁명의 영향력이 교육에서도 그 반향을 일으킨 것으로써, 교육의 틀 자체를 급속한 변화에 대처할 수 있도록 바꾸어 놓은 것이다. 과거처럼 획일적인 교육방법과 지식을 제공하는 대신에, e-러닝은 학습자가 다양한 학습환경 및 자원에 자유롭게 접근할 수 있게 함으로써 새로운 학습 경험을 할 수 있는 기회를 제공한다.

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A Study on the Teaching and Learning Method of Digital Literacy (디지털 리터러시 함양을 위한 교수·학습 방법 연구)

  • Lee, Cheol-Seung;Baek, Hye-Jin
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.351-356
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    • 2022
  • The era of the 4th industrial revolution is being built on the digital revolution. In order to understand and properly utilize these technological advances, digital literacy education is emphasized. This study investigated the components of digital literacy and proposed a curriculum & teaching and learning method improvement plan, and instructor digital literacy cultivation method. In order to improve the curriculum, it is necessary to improve the curriculum by expanding the ability to solve digital problems. As a plan to improve teaching and learning methods, it is necessary to present a linkage and convergence educational model based on communication, collaboration, and sharing between instructors and learners through the establishment of an interactive platform. In order to improve the digital literacy of instructors, it is very important to improve the educational environment that can easily design a learner-centered educational model. This study is meaningful in that it presented basic data for creating an educational environment based on communication and collaboration through digital literacy in an environment connected with digital technology.

A study on DID for enhanced digital learning data security (안전한 디지털 학습데이터 처리를 위한 DID 연구)

  • Yeong tae Baek;Min Youn-A
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.335-336
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    • 2023
  • 스마트 디바이스 발전과 다양한 환경적 요인에 의해 온라인 학습에 대한 요구가 증가함에 따라 온라인 학습환경에서 발생하는 개인의 학습이력에 대한 투명하고 안전한 관리에 대한 요구가 증가하고 있다. 본 논문에서는 안전한 디지털 학습이력관리를 위한 방법으로 블록체인 DID처리 방법을 연구한다.

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Linear Algebra Teaching in the Digital Age (디지털 시대의 대학수학교육: 선형대수학을 중심으로)

  • Lee, Sang-Gu;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
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    • v.31 no.4
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    • pp.367-387
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    • 2017
  • The educational environment in the digital age of the 21st century definitely affects teaching and learning methods to be changed. In addition, the perceptions and methods of mathematics education in the digital age have also been changing. This study proposes a university mathematics education model suitable for the digital age, which makes full use of the internet/digital environment and leads the students to participate in the learning processes. We apply the proposed model to Linear Algebra course, and present a concrete method of teaching and learning model including evaluation. This will be the first study on how to organize and operate digital courses in Korea in accordance with the mathematics education in the digital era which is rapidly spreading around the world.

A Study about Improvement of Digital Textbook Interface based on Affordance Theory in the Context of HCI (HCI 관점에서 어포던스 이론에 근거한 디지털교과서 사용자 인터페이스 개선 연구)

  • Hwang, YunJa;Sung, EunMo
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.61-71
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    • 2016
  • The purpose of this study was to identify problems of usability and to improve an interface in the digital textbook for leaner's leading to self-directed learning. To address those goals, the theory of affordance, which was related to affordance as leading to behavior, was applied for analyzing the user interface of digital textbook. Also, 10 students, 4th grade elementary school, were participated in the study. Participants were reported affordance's problems of digital textbook through Human Computer Interaction. As a result, some affordance's problems of the digital textbook were found out as follow; difficulty of page clicking, too small touch button, confusing the button, and, need to specific guidance. Based on the result, some suggestions were recommended to improve usability of digital textbook.

Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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A Study on the Path Analysis between factors affecting in Ubiquitous Living English Experience Learning Center (유비쿼터스 생활영어 체험학습장에 영향을 미치는 요인들 간의 경로분석에 관한 연구)

  • Baek, Hyeon-Gi
    • Journal of Digital Convergence
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    • v.8 no.4
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    • pp.151-164
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    • 2010
  • This study utilized SPSS and AMOS program to research a process of learning satisfaction of learners, who used Ubiquitous Living English Experience Learning Center. The following results were found ; First, there was a positive correlation between learning setting and learning interest, between learning setting and learning satisfaction, between confidence and learning interest, between confidence and learning satisfaction, and between learning interest and learning satisfaction. Second, the process of the research model was meaningful in various ways: learning setting ${\rightarrow}$ confidence, learning setting ${\rightarrow}$ learning interest, learning setting ${\rightarrow}$ learning satisfaction, confidence ${\rightarrow}$ learning satisfaction, learning interest ${\rightarrow}$ learning satisfaction. Finally, learning setting had a direct influence upon learning interest and learning satisfaction.

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A Case Study on the Introduction of Digital Badge for Future Education Learning Environment (미래형 교육·학습 환경 조성을 위한 디지털배지(Digital Badge) 도입 사례 연구)

  • Bae, Ye-Na;Ahn, Mi-Lee
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.37-40
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    • 2018
  • 교육 학습은 미래사회 부(富)를 창출하는 인간중심의 가치지향적 무형자본을 키울 수 있는 원동력이며, 기술 사회의 변화는 미래형 교육 학습 환경의 혁신을 촉구하고 있다. 최첨단 학습환경은 학습자의 학업성과를 높이는데 효과적으로 작용하고 있으며, 교육현장에서의 다양한 학습전략 및 핵심 교육기술 도입 활성화를 통해 학습자의 자발적 학습동기가 촉구될 수 있다. 본 연구에서는 제 4차 산업혁명이 도래하고 있는 현 시점에서 디지털배지에 대한 도입 현황 및 해외 우수사례 분석을 통한 유의미한 시사점을 도출하고, 이를 통해 활용적 측면 및 성과적 측면에서 우리나라 미래교육 학습 현장에 효과적으로 적용할 수 있는 방안들을 제시하고자 한다.

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A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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