• Title/Summary/Keyword: 이러닝 참여도

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Effects of Blended Learning on Abilities to Use Smart-Phone and Applications among Students with Intellectual Disabilities (블랜디드 러닝이 지적장애 학생의 스마트 폰과 애플리케이션 사용 능력에 미치는 효과)

  • Lee, Tae-Su
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.215-222
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    • 2022
  • The purpose of this study was to analyze effects of blended learning on abilities to use smart-phone and applications among students with intellectual disabilities. To do this, 30 students with intellectual disabilities who were enrolled in special school and special classroom in Jellanam-do and Gwanju metropolitan city were selected for this study, and were placed experimental and control groups of 15 students. The experimental group was provided with blended learning in which direct instruction, anchored instruction, experience activities, and community-based instruction were combined, and the control group was provided with traditional teacher-centered lecture style intervention. Pre-, post-, and maintenance evaluations were conducted two weeks after intervention. The collected data was analyzed the repeated two-way ANOVA. In the result of study, the experimental group improved on abilities to use smart-phone and applications than control group. Blended learning is a teaching method that can be a usefully used when educating how to use smart-phone and applications to students with intellectual disabilities.

Development of Dialogue-based Feedback System to Improve Flow Learning in e-Learning Environment (이러닝 환경에서 몰입학습 증진을 위한 대화 기반 피드백 시스템의 개발)

  • Jeong, Sang-Mok;Song, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.150-160
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    • 2007
  • In the actual classroom the so-called flow learning is able to motivate the students through face-to-face feedback, and to meet their needs for educational achievement. By contrast, the so-called e-learning method falls short of the satisfactory level of real-life interaction, which makes many learners drop out or give up on their learning. In order to better the e-learning environment, this study presents a dialogue-based feedback system that improves the flow learning of the learners' in the classroom. This newly developed system was applied at the actual school. The result is that the experimented group improved its flow learning, compared with the controlled group. In the former group, each individual showed some consciousness of objective and challenge following the concrete feedback. That is to say, this system enhances the attitude of an active participation and induces the flow learning, thanks to the dialogue-based feedback and the sustained interest in learning. In conclusion, the significance of this study lies in suggesting the direction of a new learning method development in the e-learning environment.

A Study on Analysis and Design of Metadata Model for Intelligent e-Learning System (지능형 학습 시스템을 위한 메타데이터 모형 분석 및 설계 연구)

  • Jang, Jin-Cheul;Hong, Seong-Yong;Yi, Mun-Yang
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.211-217
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    • 2011
  • Recent IT (information technology) environmental changes, such as emerging social network services or increasing user participation in multimedia environment, have made it necessary for e-learning systems to undergo changes in various ways. Metadata is an agreement for interoperability between different systems. The standardization of metadata for e-learning system has been driven by some domestic and international organizations, but applying diverse environmental changes into the design of e-learning metadata is in dire need. In this paper, we present a methodology for the analysis and design of modeling e-learning metadata and elicit the design requirements, on the basis of the metadata standard KEM 3.0, about the elements that are expected to be needed in future e-learning systems. Based on the requirements from the analysis, we present the three-layer model for classifying the requirements by the importance of metadata elements per Kana Model. An intelligent e-learning system is to be developed based on the proposed modeling design, which we hope to influence the development of an international standard in the future.

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The Effects of Blended Learning Instructional Strategies and Flipped-Learning Instructional Strategies on Undergraduate Students' Social Presence and Group Cohesion (블렌디드 러닝 수업전략과 플립러닝 수업전략이 대학생의 사회적 실재감과 집단 응집력에 미치는 효과)

  • Nam, Changwoo;Shin, Dongmin
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.1-13
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    • 2019
  • This study investigated how general blended learning strategies and flipped-learning instructional strategy affect college students' social presence and group cohesion. The main results of this study were summarized as follows. First, the group of flipped-learning instructional strategy was more effective in college students' social presence than general blended learning. Second, it was found that groups using flipped-learning instruction strategy had more positive effects on improving group cohesion among college students than those using the general blended learning instructional strategy. The results of this study can influence the identification and verification of the main components to be considered when using flipped-learning instruction strategy in blended learning environment. The results of this study can influence the identification and verification of the main components to be considered when using flipped-learning instruction strategy in blended learning environment.

Developing a Cyber Home Learnning System: Jeju e-study 2.0 (사이버가정학습 제주e-study 2.0 활성화 방안)

  • Kang, Nam-Cheol;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.157-161
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    • 2010
  • 2010년부터 운영되는 사이버가정학습 2.0은 참여, 개방, 공유로 대표되는 Web 2.0을 기반으로 웹 접근성, 시스템 효율성 등을 높이고 위키, 이포트폴리오 등 새로운 기능을 접목시켜 이러닝에서의 학습 효과를 극대화 시킬 수 있을 것으로 기대되고 있다. 그러나 그 동안 온라인 학습 시스템으로 이루어지는 사이버가정학습의 참여도는 그리 높지 않은 게 사실이었다. 따라서 차세대 사이버가정학습 2.0의 특징과 시범 운영을 통한 문제점과 개선사항을 연구함으로써 2010년 적용될 제주 e-study 사이버가정학습 2.0의 효율적인 운영 방안을 제시하고 이를 활성화시키고자 한다.

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A Study on Activation of Cyber University Communities and Participation in e-Learning (e-Learning에서의 커뮤니티 활성화와 학습참여도에 관한 연구)

  • Rhie, Jinn-Y
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.39-42
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    • 2006
  • I analyzed the results of the influences the community activities will have on students' participation and how much these influences will satisfy students in terms of learning in an e-learning-based environment. These results were based on former studies on this topic. I summarized the characteristics of community activities, the methods for motivating learning desire, and students' participation in the learning session. I found out that community activities can form intimacy, and that using cell phone text messages (SMS) and emails as learning methods can be a factor in students' participation.

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Analysis of constraints about using for e-learning in Sports Class (전공체육 강의에서 e-러닝 활용의 제약 분석)

  • Choi, sung-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.410-414
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    • 2009
  • The purpose of this study was to analyze the constraints about using for e-learning in sports class. These class were leisure studies, swimming, soccer, tennis class as a core requirement and address of homepage was http://sunghun.ulsan.ac.kr. The research methods were deep interview, observation, and description of instructor. The results were as follows. First, constraints of students in e-learning were low skill of computer, problem of sharing information, lack of interaction. Second, constraints of instructor in e-learning were confusing of term, lack of recognition, lack of time and skill, considering of co-instructor, and burden of e-learning. Third, structural constraints in e-learning were administrative constraints and technical constraints.

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A Study on Satisfaction of e-Learning Students (이러닝 수강생 만족도에 관한 연구)

  • Moon, Sook-Kyung;Nam, Sang-Zo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.301-305
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    • 2006
  • While e-loaming has achieved great quantitative development, its qualitative effectiveness is required to be verified. As such, in this study, we performed research on the satisfaction of the e-Learning participants, and searched factors affecting satisfaction. Based on survey data from 727 distance learning participants, we selected and verified factors affecting satisfaction through correlation analysis and confidential test.

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An Evaluation Study for APEC International Cooperation Projects : Focusing on the Perception of Participants (APEC 국제교육협력사업에 대한 성과평가 연구: 국제교육활동 참여자들의 인식을 중심으로)

  • Jang, Deok-Ho;Cha, Jungchan;Lee, Jeong-youn;Paik, Sunhee
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.9-19
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    • 2019
  • This study conducted the international evaluation of the APEC educational cooperation projects initiated by the Korean government and drew out strategies and tasks for their sustainable implementation. To this end, eight projects implemented by the Institute of APEC Collaborative Education were selected for the evaluation which examined participants' awareness of and the degree of participation in the eight projects as well as contribution to the intended outcomes of the projects. An online survey was conducted to participants of the eight projects and 283 experts and participants from 18 economies responded. The descriptive analysis found that the participants of ALCoB Cooperation Project reported the most positive perception of the awareness while the participants of the ALCoB Internet Volunteers showed the lowest degree of participation in and contribution to the intended outcomes of the project. Based on the results, several suggestions for further progress in Korea's APEC educational cooperation were made.

A Study on the Proper E-Learning System ECube for Self-directed Learning Environment (자기주도적 학습환경에 적합한 이러닝 시스템 ECube에 관한 연구)

  • Lee, Tea-Won;Lee, Hyuk;Lee, Hee-Sung;Choi, Jun-Hyung;Han, Jae-Yun;Hwang, Ga-Young;Jung, Young-Ae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1294-1297
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    • 2012
  • 기존의 이러닝에서는 교수자가 강의동영상을 통하여 주로 단방향으로 지식을 전달하였다. 이런 문제점을 해결하기 위해 본 연구에서논 실시간 상호작용이 가능한 이러닝시스템인 ECube을 제안하고 구현하였다. 교수자에게는 학습자와 실시간 소통을 위한 실시간 강의기능, 전문가의 도움없이 미디어 제작과 편집이 가능한 동영상삼 저작도구인 EMC(Effective Media Contents) 솔루션을 제공한다. ECube 시스템 안의 EMC 솔루션만으로도 자막, 이미지, 퀴즈, 비디오를 합쳐 통합된 콘텐츠의 제작이 가능하다. 학습자에게는 실시간 강의를 수강하는 동안에 발표수업에 참여할 수 있는 기능을 지원하고 자신의 학습에 관한 학습계획부터 학습성과까지의 내용을 문서화할 수 있는 기능을 제공한다. 이 기능을 활용하여 학습자는 과목별 포트폴리오 작성이 가능하여 자기주도적 학습을 수행할 수 있는 학습환경을 제공한다.