• Title/Summary/Keyword: 온라인 학습 콘텐츠

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Content Restructure Model for Learning Contents using Dynamic Profiling (온라인 교육 환경에서 동적 프로파일 기반 학습 콘텐츠 재구성 모델의 제안)

  • Choi, Ja-Ryoung;Sin, Eun Joo;Lim, Soon-Bum
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.279-284
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    • 2018
  • With the availability of real-time student behavioral data, personalization on education is gaining a huge traction. Data collected from massively open online courses (MOOC) has shifted the content delivery method from fixed, static to user-adopted form. Such educational content can be personalized by student's level of achivement. In this paper, we propose a service that automates the content restructuring, based on dynamic profile. With the student behavioral data, the proposed service restructures educational content by changing the order, extending and shrinking the published material. To do this, we record students' behavioral data and content information as a metadata, which will be used to generate dynamic profile.

Analysis of learning efficiency of learner's preference and achievement according to e-learning contents type (온라인 학습콘텐츠 유형에 따른 학습자 선호도 및 만족도에 미치는 영향)

  • Choi, Eun-young;Park, Jungho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.213-214
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    • 2017
  • This study was conducted to analyze the relevant of the self-regulated learning capability and learning effectiveness based on the type of e-learning contents and learner's preference, academic achievement according to enhancement of K-MOOC. The results of this study will present the effectiveness of e-learning contents type, and expect to suggest to develop effective contents type for various courses.

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How to Search and Evaluate Video Content for Online Learning (온라인 학습을 위한 동영상 콘텐츠 검색 및 평가방법)

  • Yong, Sung-Jung;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.24 no.3
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    • pp.238-244
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    • 2020
  • The development and distribution rate of smartphones have progressed so rapidly that it is safe for the entire nation to use them in the smart age, and the use of smartphones has become an essential medium for the use of domestic media content, and many people are using various contents regardless of gender, age, or region. Recently, various media outlets have been consuming video content for online learning, indicating that learners utilize video content online for learning. In the previous research, satisfaction studies were conducted according to the type of content, and the improvement plan was necessary because no research was conducted on how to evaluate the learning content itself and provide it to learners. In this paper, we would like to propose a system through evaluation and review of learning content itself as a way to improve the way of providing video content for learning and quality learning content.

University Professor's Experience and Demands of Online Teaching Method Content (대학 교수자의 온라인 교수법 콘텐츠 수강 경험 및 요구)

  • Min, Hyeree
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.744-758
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    • 2021
  • This study is aimed at identifying the possibility and effectiveness of teaching methods education for professors through the development of online teaching content and providing important implications for future online teaching content development and utilization strategies by looking at the differences in the experience and needs of professors who have taken online teaching content. A university surveyed 83 professors who took the seven teaching contents developed between 2015 and 2018, and took them from 2017 to 2019. As a result of the study, professors often took online teaching content for self-development purposes, were satisfied with the overall content, and cited the low psychological burden and resistance of education through personal learning, and the possibility of repeated learning online. The differences between importance and execution in content composition, the areas of statistically significant difference were easy-to-understand delivery, appropriate and sufficient examples, interest and motivation, facilitating interaction between learners, appropriate difficulty, reflection of current trends, appropriate presentation order and ethical composition. The importance level recognized by professors in the area was higher than execution level. In conclusion, opinions for improving online teaching content were appropriate and sufficient examples in the area of content composition, interest and motivation, and reflection of the latest trends. In the area of ease of use, there was stable playback, relay function, and location-independent.

A Study Design for Improvement of Interactivity at e-Learning (e-Learning에서 상호작용 촉진을 위한 학습 설계)

  • Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.197-203
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    • 2005
  • Interactivity is very important at ubiquitous e-Learning system oriented multi platform because online study is accomplished by multi media. In this thesis promotion for interactivity is designed at online study. By cyber education with supposed promotion used for a feedback. From now on a special research of study design should be made for interactivity and effectiveness using human sensibility ergonomics.

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A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

Synchronizing Learning Data in Educational Games (교육용 게임에서의 학습 데이터 동기화 처리)

  • Jeon, Seong-Sik
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06c
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    • pp.100-104
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    • 2008
  • 교육용 소프트웨어 산업이 급속히 발전하면서 온라인 게임을 플랫폼으로 하는 다양한 교육용 게임이 개발되고 있다. 현재 대부분 교육용 게임 시스템은 온라인 게임의 학습도구와 웹을 기반으로 하는 부가적 교육 학습도구로 이중화 되어 개발되고 있다. 하지만 온라인 게임의 학습 데이터 결과와 웹의 학습 데이터 결과가 일치화 되지 않아 학습자에게 올바른 학습 결과를 줄 수 없을 뿐만 아니라 게임 시스템의 학습과정에 따른 레벨 시스템을 적용하기가 어렵다. 본 논문에서는 이러한 비동기적 데이터 처리방식을 온라인 게임 시스템과 웹의 학습과정의 분기 조건에 필요한 학습결과 데이터만을 동기화 처리하는 학습 데이터 동기화 처리 방식을 구현하였다. 이러한 학습결과 데이터 동기화 처리는 위와 같은 문제점으로 다양한 학습 콘텐츠들이 온라인화 하지 못했던 문제점을 해결하고, 향후 통합 교육용 시스템과 다중 교육용 게임 시스템으로 개발 될 때 좀 더 효과적인 학습 시스템으로 개발될 수 있는 학습 데이터 처리 방식이 될 것이다.

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Development of Mobile e-Learning Contents Using Interactive Genetic Algorithms (대화형 유전자 알고리즘을 이용한 모바일 e-Learning 콘텐츠 개발)

  • Kim, Jung-Sook
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.341-344
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    • 2005
  • 최근 모바일 인터넷 기술의 발달로 인하여 시간과 공간의 제약 없이 온라인 공간을 통한 학습자 주도적이고 상호작용이 가능한 e-Learning의 학습효과에 대한 인식의 급속한 확산에 따라 다양한 기술을 이용한 효과적인 모바일 e-Learning 콘텐츠 개발이 활발하게 진행되고 있다. 그러나 기존의 학습 콘텐츠들은 대부분 학습자에게 동일한 학습 환경과 학습 내용 및 문제를 제공하고 있으며, 또한 웹의 특성상 학습진행이 주어진 절차에 따라 연결된 링크를 따라 가면서 학습을 진행하게 된다. 그러나 본 연구에서는 프로그래밍 과목에 대해 학습자가 원하는 학습 내용을 자기 학습 수준에 따라 간단한 입력으로 동적으로 직접 선택할 수 있으며, 또한 다양한 학습 환경에서 학습자가 원하는 학습내용을 대화형 유전자 알고리즘으로 선택하면서 학습할 수 있는 모바일 e-Learning 콘텐츠를 설계하고 구현하였다.

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Relationship among the Learning Instrument, Learning Achievement, and Learning Satisfaction in Online Class (온라인수업에서 학습도구와 학습성취, 학습만족간의 관계연구)

  • Shim, Sun-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.487-497
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    • 2012
  • The purpose of this study is to increase the level of learning achievement and satisfaction by developing of on-line learning instruments. This study was to investigate the relationship among learning instrumments(lecture, homeworks, on-line interaction and off-line interaction), learning achievement and learning satisfaction. This survey was conducted 226 responses of e-learning social welfare education learners. Research method used Amos 18. Result indicated that homeworks and off-line interactive instruments had a positive effect on learning achievement and satisfaction. And lecture had a positive effect on learning satisfaction, but on-line mode interaction instruments had no effect. In order to improve the effectiveness of learning, structural development of activity learning instrument is necessary. And to foster learning satisfaction, it will be necessary to increase the learning achievement.

The Design and development of online learning modules for the broadcasting content-based e-PBL (방송콘텐츠 기반 e-PBL을 위한 온라인 학습모듈 설계 및 개발)

  • Jung, Joon-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.1
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    • pp.105-115
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    • 2012
  • This study paid attention to the possibility of broadcasting contents as a learning resource, which promoted the knowledge composition and the process of creation from the software having enriched contents not a delivering tool for the information in one direction. and tried to implement it thru e-PBL, which is one of teaching-learning models in e-learning. In order to implement the possibility of broadcasting contents in the e-PBL enviroment as a learning resource, the study focused on the design and development of e-PBL based on the broadcasting contents and found out the educational possibility for the broadcasting contents as the learning resource in e-PBL enviroment. This study focused on the design of learning module and development process which integrated strategic plans to maximize the utilization of broadcasting contents including development of online learning community. Also, This is verified by applying the learning module was to prove a differentiation.