• Title/Summary/Keyword: 웹기반 교육 시스템

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An Item Pool System for Leveled Assessment (수준별 평가를 위한 문제은행 시스템)

  • Hong, Jong-Gee;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.298-307
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    • 2002
  • Recent advances in the Web technology have been changing our life in various aspects. These advances have brought us new paradigms of education. The Web provides teachers with many opportunities to implement wide ranges of new teaching and learning practices, which supplement the traditional classroom teaching-learning. Especially, the Web enables so-called WBI (Web-based instruction) system as a teaching aid. Now the WBI system can incorporate multimedia information with various communication and collaborative tools. In order for the WBI system to be successful, various supports are necessary. One of such supports comes from assessment. In this work, an item pool system for leveled assessment is designed and implemented. The proposed system has the following characteristics. First, the item pool is classified into three categories subject, semester, and chapter. This categorization makes lookup easier and faster. Second, any teacher can use the item pool system and enter their questions into the item pool. Third, the proposed system reflects various levels of students for each course. Thus, students can select their exams based on their progress and background. Finally, it can make difficulty of each item to be objective by repeated tests and refinements.

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Strategy on Web-based Presentation Learning to Improve Interaction (상호작용 증진을 위한 웹 기반 발표학습 전략)

  • Lee, Jae-Un;Kim, Seong-Sik
    • Journal of the Korea Computer Industry Society
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    • v.8 no.4
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    • pp.207-220
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    • 2007
  • Recording to development of info-communication, recent educational paradigm asks not for a passive transmitter but an active constructor who can solve the various complicated problems in real situations. Such a change asks for the educational setting which includes sharing ideas and information rather than possessing them by themselves. Learning through presentation has many problems which are few chances of presentation as well as reusing of presentation data. etc. This study suggested the strategy which are promoting interactions through presentation class and using practically. For this, role of the presentation data provider and learner was suggested, also strategies to implement of the presentation learning support system step by step. Through the strategy of this paper could maintain the active communicating relationship between the learners. Without the limitation of the time and space, the real time communication is made while looking at the presentation data of the other party, the teaming effect by the presentation teaming strategy is expected to be high.

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The Development of a Behavioral Assessments and QR Code Based Mobile Web Application for Classroom (성격유형검사와 QR코드 기반의 모바일 학급 웹앱 개발)

  • Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.397-407
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    • 2012
  • According to the fast supply of the SMART device, many people have a lot of interests about SMART education. The Korean government is showing a lot of effort towards the promotion of SMART education. In this study, I developed a behavioral assessments and QR code based mobile web application for school education. The developed system works seamlessly across all popular mobile device platforms and if you save the data after the assessment, this system will automatically create each person's mobile web page. Students and teachers can add comments to this page and can improve the accessibility for finding the address of this page to QR code. The developed system can contribute to the class members understanding the personality of each other and make communication run smoothly. As a result of application of developed system, it is expected to contribute to increasing the interaction between a students, parents and teachers because the developed system provides a service based to education consumer's TPO(Time, Place, Occasion).

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Design and Implementation of an Ontology-based Access System of Nutrition and Food Guide Tower in Middle School Home Economics (온톨로지 기반 중학교 기술. 가정교과 영양소의 질의응답 시스템 설계 및 구현)

  • Cho, Young-Sun;Baek, Hyeon-Gi;Kim, Jeong-Kyoum;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.317-327
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    • 2007
  • The purpose of this study is to consider ontology theory and get to forge design and implementation of ontology-based access system which is support to the nutrition and food guide tower of Home Economics textbooks in middle school in order to offer the way of effective learning performance. It offers a model by establishing a nutrition and food guide tower access system based on Protege-2000 framework. This system is on the basis of XML, and it makes possible to work with semantic web, a next generation internet technology, and provides a meaning structure that can be shared in the field of nutrition in order to build up the fundament of knowledge an information system for the mutual operations. A learner can systemize the knowledge through a self-information access and an instructor can also check out the degree of learner's learning-accomplishment and interests, directly putting the access system into the teaching and learning process. In addition, it is supposed that the learner can maintain a balance and healthy life by internalizing his or her knowledge throughout ontology not only in a teaching and learning process but also in a daily life.

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Design and Implementation of Contents Authoring Environment Based on LMS (LMS 기반의 콘텐츠 저작환경 설계 및 구현)

  • Kim Jin-Hwan;Kim Dong-Won;Lim Seng-Hee;Kan Jin-Suk;Shin So-Young;Choi Su-Young
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.256-258
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    • 2006
  • 인터넷의 급속한 확산과 웹 기반의 학습을 제공하는 시스템이 늘어남에 따라 언제, 어디서나 웹을 이용한 학습이 가능한 환경이 제공되게 되었다. 하지만 활성화된 온라인 교육에서도 면대면 강의의 장점을 완벽하게 수용하기엔 어려움이 있다[1]. 따라서 최근에 LMS(Learning Management System)를 이용한 학습에서 학습자의 학습활동 평가[1,2], 학습자의 개별학습 성향[3], 다양한 콘텐츠 자원 활용[1,4] 등에서 많은 연구와 대안이 도출되고 있다. 본 논문에서는 LMS내에 저작환경을 제공함으로써 기존의 클라이언트에서 단방향으로 이루어졌던 콘텐츠 제작을 서버단에서 제공하여 콘텐츠 제작 시 학습자 학습활동 추적 정보생성과 전달 내용의 성격, 학습자의 성향에 따른 다양한 콘텐츠를 수용 할 수 있는 시스템을 구현하였다.

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Design and Implementation of an Learning System based on Mobile Environments using Personal Study Information (개인별 학습정보를 이용한 모바일 기반 학습시스템의 설계 및 구현)

  • Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.2
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    • pp.507-512
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    • 2010
  • Many learning methods are recently being proposed for web-based remote education and a method commonly applied to web-based learning is learning through questions. In the existing methods, the difficulty of questions is chosen by learners in accordance with their level or questions are selected dynamically. As these methods are simply based on difference among questions presented, however, it is hardly possible for learners to study according to their abilities. To solve the problem, we adjusted the difficulty of questions presented based on information on individuals' weak points for different types of questions. Under the system individuals can learn by applying information on their abilities with regard to the type and difficulty of questions repeatedly, so the system can provide more effective distance learning. To overcome space restrictions in learning, also, we design and implement a mobile study system on the top of PDA platforms.

Development of an online robot education community based on Web 2.0 (웹2.0 기반 온라인 로봇교육 커뮤니티의 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.13 no.3
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    • pp.273-280
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    • 2009
  • The internet becomes a new communication tool in the knowledge and information society and the people are expanded at the place of information interchange and exchange of view. In recent robot education institutions provide their own official homepages to introduce the robot educational resources. But because they have restrictive searching the functions and providing general robot education resources and don't offer a place that teachers can express their thoughts and share common interests with other users, online community among teachers for robot education and users couldn't have built. In this paper, we propose an Online Robot Education Community(OREC) that teachers and users in different robot education institutions can interchange or share their technical information, learn robot techniques, participate in discussion of their experiences on work, share their common interests, and be provided updated latest news in real-time.

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Current Status and Trends in Library and Information Services in USA (미국 도서관정보서비스의 현황과 동향)

  • Kim Suk-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.32 no.1
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    • pp.27-43
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    • 1998
  • This article examines the current status and future trends in library and information services in USA, with particular emphasis on the library automation system, library cooperation, Internet andinformation services, activities of information services organizations. Client/server computing and integrated Web-based technology make it possible for libraries to build a new generation of automated library systems, and digital libraries project is the highest priority. As a cooperative effort among libraries, they formed consortia such as ARL/AAU on the national level. and CIC on the regional level, and GALILEO, LLN, OhioLink, Texshare, VIVA, ILLINET on the state level information netwok. The Internet and the World Wide Web have a huge impact, so American libraries are developing new skills to provide value-added information services using Internet resources. Lastly, recent information activities of the LC, NAL, NLM, ERIC, NTIS are described.

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An Internet-based Self-Learning Educational System for Efficient Learning of Java Language (효율적인 자바언어 학습을 위한 인터넷기반 자율학습시스템의 구현)

  • Kim Dong-Sik;Lee Dong-Yeop
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.71-83
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    • 2005
  • This paper presents an internet-based self-learning educational system which can be enhancing efficiency in the learning process of Java language. The proposed self-learning educational system is called Java Web Player(JWP), which is a Java application program and is executable through Java Web Start technologies. Also, three important sequential learning processes : concept learning process, programming practice process and assessment process are integrated in the proposed JWP using Java Web Start technologies. This JWP enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Furthermore, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Also, a simple and useful Java compiler is included in the JWP for providing language practice environment such as coding, editing, executing and debugging Java source files. Finally, repeated practice can make the learners to understand easily the key concepts of Java language. Simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. This assessment process is very essential to increase the learner's academic capability.

Avatar Augmented Annotation Interface for e-Learning (E-Learning을 위한 아바타 기반 Annotation 인터페이스)

  • Kim, Jae-Kyung;Sohn, Won-Sung;Shon, Eui-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.209-212
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    • 2007
  • E-Learning 혹은 원격 강의 환경에서 아바타 애니메이션과 annotation을 이용한 강의 컨텐츠를 제작 하는 것은 많은 시간과 비용을 요구한다. 본 논문에서는 웹 환경에서 아바타 애니메이션과 디지털 잉크(Digital ink) 기능을 지원하는 강의 컨텐츠를 디자인하고 공유하기 위한 아바타 기반 Annotation(Avatar Augmented Annotation), 즉 AAA 인터페이스 기법을 제안한다. AAA를 이용하여 강사는 복잡한 프로그래밍 언어나 스크립트를 사용하지 않고도 필기형식의 펜 입력을 통해 애니메이션과 Annotation이 복합된 강의 컨텐츠를 디자인 할 수 있다. 입력된 정보는 AAA를 통하여 XML 형식의 스크립트로 표현되고 이것은 강의 컨텐츠에 적용되어 아바타와 Annotation이 결합된 생동감있는 컨텐츠를 만들어낸다. 실험을 통하여 AAA 시스템은 기존의 온라인 교육 컨텐츠에 비해 교육적으로 효과적임을 알 수 있었다.

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