• Title/Summary/Keyword: 이러닝 참여도

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The Effectiveness of Foreign Language Learning in Virtual Environments and with Textual Enhancement Techniques in the Metaverse (메타버스의 가상환경과 텍스트 강화기법을 활용한 외국어 학습 효과)

  • Jeonghyun Kang;Seulhee Kwon;Donghun Chung
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.155-172
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    • 2024
  • This study investigates the effectiveness of foreign language learning through diverse treatments in virtual settings, particularly by differentiating virtual environments with three textual enhancement techniques. A 2 × 3 mixed-factorial design was used, treating virtual environments as within-subject factors and textual enhancement techniques as between-subject factors. Participants experienced two videos, each in different virtual learning environments with one of the random textual enhancement techniques. The results showed that the interaction between different virtual environments and textual enhancement techniques had a statistically significant impact on presence among groups. In examining main effects of virtual environments, significant differences were observed in flow and attitude toward pre-post learning. Also, main effects of textual enhancements notably influenced flow, intention to use, learning satisfaction, and learning confidence. This study highlights the potential of Metaverse in foreign language learning, suggesting that learner experiences and effects vary with different virtual environments.

Life long learning system crate major impact on dominant organizations in the world (평생학습 시스템이 세계의 지배적인 조직에 미치는 주요 영향)

  • Chandrakant, Mehta Jaydip
    • Industry Promotion Research
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    • v.4 no.1
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    • pp.57-66
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    • 2019
  • The extant research literature is scant in telling us how organizations actually implement lifelong learning practices and policies. Hence, the purpose of this paper is to describe how lifelong learning is grounded in practice. We do this by introducing a new conceptual framework that was developed on the basis of interviews with a number of leading edge corporations from Canada, the USA, India and Korea. At the heart of our model, and any effective lifelong learning system, is a performance management system. The performance management system allows for an ongoing interaction between managers and employees whereby challenging performance and learning goals are set, and concrete plans are made to achieve them. Those plans involve three types of learning activities. First, employees may be encouraged to engage in formal learning. This could be provided in-house, or the employee may take a leave of absence and return to school. Second, managers may deploy their subordinates to different departments or teams, so that they can take part in new work-based learning opportunities. Finally, employees may be encouraged to learn on their own time. By this we mean learning after organizational hours through firm-sponsored 5 programs, such as e-learning courses. Fueled by the performance management system, we posit that these three learning outlets lead to effective lifelong learning in organizations.

Suggestions for Building 'Smart Campus' Based on Case Studies on the Effectiveness of Instructions with Smart-Pads (스마트 패드 활용수업 사례분석에 기반한 스마트 캠퍼스 구축 발전방향)

  • Park, Sung-Youl;Lim, Keol
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.1-12
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    • 2012
  • According to recent trends of ubiquitous learning with the advent of smart devices, this study was to suggest for the successful achievement of "Smart Campus" initiatives by experiencing an instruction with smart-pads (tablet PCs) in a university. A pilot project was conducted as a part of building a Smart Campus in S university in Gyeong-gi Province in Korea for the study. The class was held in the Summer semester in 2011 with six participants. Using research methodologies such as semi-structured interviews and stimulated recall, perceived academic performances, satisfaction, and the usability of smart-pads were analysed. Main results included high perceived academic performances, satisfaction, and the usability, however, some negative responses also detected on the variables. Based on the results, it was suggested that specific instructional strategies should be developed in terms of hardware, software and humanware.

Case Analysis of Teaching-Learning Activity using Moodle (Moodle을 활용한 교수-학습 활동 적용 사례 분석)

  • Choi, Byoung-Woo;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.59-66
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    • 2010
  • Opensource LMS Moodle consists of module of various forms and can mount learning materials of various forms. We can mount the number of contents on the Web in Moodle. In doing so, We can configure effective courses for teaching-learning activity. Moodle can reflect course design of a wide variety of teacher using a variety of learning resources and learning activities. The results of operating during 1 semester, all faculty or students were satisfied with course using Moodle. Class in the classroom is interactive systems of teacher and students, but class has one-way system in reality. E-learning can be used to complement this phenomenon. Moodle gives a free and powerful features in designing e-learning courses. In this reserch we made up course applying typical teaching-learning of design and model the process of Glaser. We analyed teaching - learning activity case of Understanding and Application of Information science course of 2010year 1 semester in Seoul national University of Education using LMS Moodle and pursued future expansion plan of Moodle.

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Revitalization for a Cyber Home Learning System -Focused on Jeju e-study 2.0- (사이버가정학습 활성화 방안 -제주 e-study 2.0을 중심으로-)

  • Kim, Eun-Gil;Kang, Nam-Cheol;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.451-460
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    • 2010
  • The purpose of this paper is to present the effective operation method of cyber home learning system 2.0. Cyber home learning system 2.0 which plays an important role to produce and share data of internet users establishing user-centered internet environment is recently introduced as web 2.0 is beginning to appear. This research is based on the case of the operation on cyber home learning system, research literature of web 2.0 as well as expert consulting and performance test. After doing this research, cyber home learning system 2.0 can bring enormous educational effect when it has online education using web-based discussion tool and long distance consulting linking with off line school education. Redundant system configuration, the distributed processing also may be provided by the service was smooth. Moreover, it demands monitoring team consisting of student, parents and teacher in order to provide developmental service.

A Exploratory Study on Educational Effects of VET Teacher Certificate E-learning Program (직업훈련교사 자격연수과정의 블랜디드 교육효과 탐색)

  • Suk, Hwang
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.67-74
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    • 2012
  • This study elicits alternatives for improving blended education by comparing the face-to-face education and blended education of VET teacher license program. To produce a basis for the methods of blended education, this study compared the scores of satisfaction and academic performance of face-to-face and of blended education. Also it examined the three factors of learners' characteristics, teaching and learning design, and its environment as they affect the education effect. The results showed that academic performance of face-to-face education is higher than blended and that competition rate of blended education is higher than that of face-to-face. To improve the effect of blended learning, various teaching and learning activities, design of contents that promotes participation and interaction, and development of contents which satisfy the various levels of learning needs were discussed.

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A study on development methodology of web-based business simulation game (웹 기반의 경영시뮬레이션 게임 개발 방법론)

  • Kim, Hyung-Sub
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.53-60
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    • 2017
  • The time of digital era and the increasing complexity of the management environment have raised uncertainties about the future. Companies have made steady investments in education as a way to prepare for the future. In this study, design and development methodology based on web - based management simulation games (manufacturing, distribution, finance) which author participated in development was presented. The development methodology presented in this study can be roughly divided into business simulation game design methodology and business simulation game development methodology. Since there is no existing research methodology for development methodology, development model is presented based on empirical based on development case. In this paper, we propose an overall content development methodology and propose a detailed methodology of the content.

An Exploratory Study on Educational Significance and Environment of Flipped Learning (Flipped learning의 의의 및 교육환경에 관한 탐색적 연구)

  • Lee, Jong-Yeon;Park, Sang Hoon;Kang, Hae-Jin;Park, Sung-Youl
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.313-323
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    • 2014
  • Recently, there has been an effort to convert standardized educational system to customized one considering students' individual differences and aptitude. Flipped learning has been regarded as a teaching method fitting to this movement and has gained much interest by educators. Despite its increasing interest, its studies fall short in the quantity above all. This study investigated the concept of flipped learning and explored its educational value in terms of student' and teacher' perspectives. The study also examined the requirements to apply flipped learning to its practice. Flipped learning was found to accomplish mastery learning and to promote interaction between teacher and students and also peer-to-peer interaction. It was expected to reduce the burden of teacher's duties and secure his or her interest in students and the tutorial time for individual students. Essential elements in its application in practice included students' voluntary participation, the consent of their parents and support from their school and government. In addition, teachers' professional development was found to be important to improve their understanding and application of flipped learning in practice.

Metaphorical imagination and storytelling in short animations (단편 애니메이션에 나타나는 은유적 상상력과 스토리텔링 - <페이퍼맨>을 중심으로 -)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.45
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    • pp.435-450
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    • 2016
  • Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.

Performance of Investment Strategy using Investor-specific Transaction Information and Machine Learning (투자자별 거래정보와 머신러닝을 활용한 투자전략의 성과)

  • Kim, Kyung Mock;Kim, Sun Woong;Choi, Heung Sik
    • Journal of Intelligence and Information Systems
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    • v.27 no.1
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    • pp.65-82
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    • 2021
  • Stock market investors are generally split into foreign investors, institutional investors, and individual investors. Compared to individual investor groups, professional investor groups such as foreign investors have an advantage in information and financial power and, as a result, foreign investors are known to show good investment performance among market participants. The purpose of this study is to propose an investment strategy that combines investor-specific transaction information and machine learning, and to analyze the portfolio investment performance of the proposed model using actual stock price and investor-specific transaction data. The Korea Exchange offers daily information on the volume of purchase and sale of each investor to securities firms. We developed a data collection program in C# programming language using an API provided by Daishin Securities Cybosplus, and collected 151 out of 200 KOSPI stocks with daily opening price, closing price and investor-specific net purchase data from January 2, 2007 to July 31, 2017. The self-organizing map model is an artificial neural network that performs clustering by unsupervised learning and has been introduced by Teuvo Kohonen since 1984. We implement competition among intra-surface artificial neurons, and all connections are non-recursive artificial neural networks that go from bottom to top. It can also be expanded to multiple layers, although many fault layers are commonly used. Linear functions are used by active functions of artificial nerve cells, and learning rules use Instar rules as well as general competitive learning. The core of the backpropagation model is the model that performs classification by supervised learning as an artificial neural network. We grouped and transformed investor-specific transaction volume data to learn backpropagation models through the self-organizing map model of artificial neural networks. As a result of the estimation of verification data through training, the portfolios were rebalanced monthly. For performance analysis, a passive portfolio was designated and the KOSPI 200 and KOSPI index returns for proxies on market returns were also obtained. Performance analysis was conducted using the equally-weighted portfolio return, compound interest rate, annual return, Maximum Draw Down, standard deviation, and Sharpe Ratio. Buy and hold returns of the top 10 market capitalization stocks are designated as a benchmark. Buy and hold strategy is the best strategy under the efficient market hypothesis. The prediction rate of learning data using backpropagation model was significantly high at 96.61%, while the prediction rate of verification data was also relatively high in the results of the 57.1% verification data. The performance evaluation of self-organizing map grouping can be determined as a result of a backpropagation model. This is because if the grouping results of the self-organizing map model had been poor, the learning results of the backpropagation model would have been poor. In this way, the performance assessment of machine learning is judged to be better learned than previous studies. Our portfolio doubled the return on the benchmark and performed better than the market returns on the KOSPI and KOSPI 200 indexes. In contrast to the benchmark, the MDD and standard deviation for portfolio risk indicators also showed better results. The Sharpe Ratio performed higher than benchmarks and stock market indexes. Through this, we presented the direction of portfolio composition program using machine learning and investor-specific transaction information and showed that it can be used to develop programs for real stock investment. The return is the result of monthly portfolio composition and asset rebalancing to the same proportion. Better outcomes are predicted when forming a monthly portfolio if the system is enforced by rebalancing the suggested stocks continuously without selling and re-buying it. Therefore, real transactions appear to be relevant.