• Title/Summary/Keyword: 이러닝 융합 콘텐츠

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A Study on the Standard Policy for the Development Cost of Media Convergence e-Learning Contents (미디어 융복합 이러닝 콘텐츠 개발대가 산정기준에 관한 연구)

  • Han, Tae In;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.47-55
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    • 2015
  • In e-learning industry which represents the convergence of IT and education, the standard of e-learning content development cost has been calculated according to the guideline or standard of existing similar industries without considering the characteristics of the industry until today. The absence of contents development cost standard related to e-learning has been recognized as one of the most difficulties in e-learning industry. The calculation of the content development cost without reflecting the characteristics of e-learning industry has bad effects such as the degradation of content quality and development of e-learning industry, and the growth obstruction of them. This paper suggest a standard of development cost for e-learning content development considering the characteristics of e-learning industry. We analyse current problems and the characteristics in e-learning industry, and define the development cost standard. We propose the methodology for developing e-learning industry and for contributing quality improvement of e-learning content.

A Study on the e-Learning Revitalization Plan to Improve the Quality University Education : Focused on the YouTube Learning Contents (대학교육의 질 제고를 위한 이러닝 활성화 방안 연구 : 유튜브 러닝 콘텐츠 사례를 중심으로)

  • Bae, Jae-Hong;Shin, Ho-Young
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.309-317
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    • 2020
  • The purpose of this study was conducted in two stages for university students at K and Y universities in Gyeongsangbuk-do to examine the factors affecting their use intention to use YouTube learning contents due to any of the factors of YouTube learning contents characteristics. Based on the results of the first survey, the measurement items were organized and based on this, second survey was conducted on the use intention of YouTube learning content learners. As a result, it was found that content diversity, content simplicity, content quality, interactivity, and ease of use influenced use intention. Among them, content diversity was found to have the most influence on use intention than others. This study is expected to be used as a basic research data necessary to activate e-learning in the current university and to enhance the learning effect by researching YouTube which is a new learning trend of university students.

An Analysis on Application Status of Standard Contract on the e-Learning Content Development Project in Era of Convergence (융합시대의 이러닝 콘텐츠 개발용역의 표준계약서 적용 실태 분석)

  • Lee, Joo-Yeoun;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.11-18
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    • 2015
  • After entering a convergence era, South Korea Government has enacted and announced the Standard Contract on the e-Learning Content Development Project, a year and eight months has passed. Nevertheless, there has been continued still the unjust and unreasonable contract practices issues raised by project owner in the e-Learning industry. This study investigated application status of the Standard Contract via FGI and questionnaires and suggested its improvement alternative. This study analyzed that the Standard Contract has not taken root at all in ordering of the e-Learning content development project and not reaped the effect. This study presented alternatives such as mandatory application of the Standard Contract, education and outreach, introduction of the monitoring system, certification system implementation, granting of additional points in the evaluation of agencies and CEO and etc. to that standard contract is settled as the government's intentions and objectives in the e-Learning industry field.

The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

A Study on the Harmonizing media for E-learning service in Smart Environment (스마트 환경에서 이-러닝 서비스를 위한 학습 미디어 Harmonizing 기법 연구)

  • Kim, Svetlana;Yoon, Yong-Ik
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.137-143
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    • 2012
  • The learners using learning content through the smart devices can access to the Internet from anytime and anywhere. However, with the rapid increase of learning content on the Web, it will be time-consuming for learners to find contents they really want to and need to study. Therefore, e-learning systems should not only provide flexible content delivery, but support adaptive harmonizing fusion content. The harmonizing fusion content it is a very important in fusion e-learning service. The representative method to provide synchronization between fusion content is a provide absolute time value between of the contents. However, this method is occurs a problem transferring time delay. Also, to enter an absolute time value for the duration of the each content is several problems arise. In this paper introduces a new smart e-smart service support the harmonizing media based technology to create synchronized learning presentation.

A Study on Awareness to Effectiveness of the Cost Estimation Guidelines for e-Learning Content Development in Era of Convergence (융합시대의 이러닝 콘텐츠 개발대가 산정 가이드라인의 실효성에 관한 인식 연구)

  • Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.7-14
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    • 2015
  • The purpose of this study is to present the base for activation policy for cost estimation guidelines of e-Learning content development. To achieve this purpose, this study investigates the effectiveness of cost estimation guidelines of e-Learning content development through a survey about executives and employees in the e-Learning industry and analyses them statistically. According to an analysis, companies(which abandoned order because the amount of money (cost) of e-Learning contents ordering is low and suffered a loss after acquiring e-Learning contents project order) have a relatively negative awareness about the effectiveness of cost estimation guidelines of e-Learning contents. On the other hand, contents focused companies have a relatively positive awareness about the effectiveness of cost estimation guidelines of e-Learning contents. In conclusion, this study suggests that government should recommend and enact announce the use of cost estimation criteria(guidelines) of e-Learning content development and provide the institutional tools soon as possible.

The link of U-City, Smart Learning and STEAM (유시티, 스마트러닝과 STEAM교육의 연계)

  • shin, Jung hyuck
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.219-220
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    • 2015
  • 과거 수천 년의 역사를 통째로 바꾸어놓았던 산업혁명 이상의 거대한 변화가 가까운 미래에 인류를 기다리고 있고, 이에 세계각국은 융합인재양성에 주력하고 있다. 한국은 지난 20년 동안 인터넷 및 유비쿼터스 혁명을 거치며 스마트러닝과 유시티라는 훌륭한 솔루션과 인프라를 만들어냈으며, 이러한 발전의 연장선상에서 융합인재양성의 중요한 배경으로 이들을 활용해야만 한다. 미래를 위한 교육과 교육콘텐츠는 도시와 나라의 산업역량이 함께 융합되어 이루어져야한다.

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A Study on the Characteristics Satisfaction in Digital Convergence based Micro-Learning (디지털융합 기반 마이크로러닝 특성 만족도 연구)

  • HAN, Tae In
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.287-295
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    • 2020
  • This study defined the characteristics of micro-learning emerging by mobile learning and micro-contents in the e-learning field, and analyzed the satisfaction of application, to see if micro-learning could become a new learning type in the future. To this end, the characteristics of micro-learning were defined through preliminary literature analysis, the characteristic satisfaction was verified in the well-equipped micro-learning site, and any other technical functions were suggested through expert opinion gathering. It was suggested that the future technology of e-learning should be linked to technical functions such as learning analysis and performance measurement. According to the results of this study, if micro-learning reflects its functional characteristics well, it will become an effective learning type in the e-learning field and will greatly contribute to education, learning, and training for the new millennial.

Study on Implementation of Restaurant Recommendation System based on Deep Learning-based Consumer Data (딥러닝 기반의 소비자 데이터를 응용한 외식업체 추천 시스템 구현에 관한 연구)

  • Kim, Hee-young;Jung, Sun-mi;Kim, Woo-suk;Ryu, Gi-hwan;Son, Hyeon-kon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.437-442
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    • 2021
  • In this study, a recommendation algorithm was implemented by learning a deep learning-based classification model for consumer data. For this purpose, a meaningful result is presented as a result of learning using ResNet50, which is commonly used in classification tasks by converting user data into images.

Actual G-Math Game Design for Directly Constructivism (직접적 구성주의에 의한 실체적 G-Math 게임 디자인)

  • Lee, Ji-Won;Chang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.39-40
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    • 2012
  • G-러닝 게임은 게임의 집중력과 재미 요소를 기반으로 학습의 목적을 가진 콘텐츠로, 최근 아동 교육용 G-러닝 게임의 시장 규모가 증가하고 있다. 그러나 기존에 연구된 G-러닝 게임은 교육성과 게임성의 디자인 방향이 일치하지 않아 균형 있는 효과를 기대하기 어렵다. 본 논문에서는 초등학교 4학년을 대상의 분수 학습을 위한 G-러닝 게임의 게임디자인 방법을 논한다. 분수 개념은 4학년 교과 과정 중 학습 난이도가 높고 이해가 어려워 단순 교수법보다 구성주의 학습법이 적합하다. 게임과 교육의 융합을 위한 디자인의 일환으로 G-Math 게임을 개발하였다. G-Math 게임은 구성주의 학습방법을 기초하여 ETC(탐구, 협동, 대화, 이해)이론으로 디자인 하였다. 본 연구는 G러닝 게임의 교육성과 게임성을 융합함과 동시에 효과적인 학습 방법을 디자인함으로서 G-Math에 특화된 콘텐츠를 제공한다.

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