• Title/Summary/Keyword: 이-러닝 콘텐츠

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Accessibility and Improvements for Flash E-learning Contents (플래시 이러닝 콘텐츠의 접근성 문제점 및 개선방안)

  • Hwang, Yun-Ja;Ahn, Mi-Lee
    • The KIPS Transactions:PartA
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    • v.18A no.4
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    • pp.129-134
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    • 2011
  • E-learning in Korea supports different educational needs of diverse learners. E-learning became one of the major source of educational services for schools, higher education, lifelong learning, and for special education. Many e-learning contents offered by cyber universities use HTML, CSS, and Flash, and these are known to have limitations on accessibilities. People with disabilities or aged have problems accessing such contents. The purpose of this study is to evaluate accessibility of Flash e-learning contents offered by 9 cyber universities. AccChecker is used to assess accessibility of the contents. The result shows many errors and warning with Text Equivalents, Keyboard Navigation, Properties, Depth of Tree, and Structures that restrict access. In order to improve the quality and expansion of quality e-learning contents, we need aggressive measures to obtain accessibility of contents, and these should be designed at the planning phase rather than adjusted during the development stage. Furthermore, it is vital to train instructional designers, developers and the CEOs to realize the importance of accessibility and learn appropriate skills to increase accessibilities of e-learning contents.

유비쿼터스러닝의 성공 요소

  • Jeong, Ui-Seok
    • Digital Contents
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    • no.7 s.146
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    • pp.59-61
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    • 2005
  • 정보통신 분야는 물론, 문화, 교육 등 생활 속 모든 분야에서 유비쿼터스라는 수식어가 따라다니고 있는 것을 많이 볼 수 있다. 관련 전문가들은 2010년경에는 유비쿼터스가 우리 생활에서 대중화가 될 것이며 이에 따른 부가가치 규모도 80조원에 이를 것으로 전망하고 있다. 교육 분야도 아날로그 환경 하에서 주변 환경 변화에 더디게 반응해 왔던 과거와 달리 최근 조금은 걱정스러울 정도로 IT의 신기술에 발 빠르게 적응하면서 e러닝, T러닝, M러닝, U러닝 등의 새로운 신조어들이 생겨나고 있다. 이에 진정 살아 있는 e러닝의 최종 모습이라고 불려지고 있는 유비쿼터스 학습(U러닝)에 대해 살펴보고, U러닝이 성공하기 위해서는 어떠한 요소들이 필요한가에 대해 살펴봤다.

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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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A Study on the Advancement of Korean Companies into Chinese e-Learning Market (국내 기업의 중국 이러닝 시장 진출 방안 연구)

  • Lee, In-Sook
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.263-274
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    • 2013
  • As the numbers of Internet users and the growth of education market along with the generalization of distance study increase, e-Learning industry in China is growing rapidly more than 20% each year. However, domestic e-Learning industry for entry to the Chinese market is showing inadequate result even though its potential growth in China and their scale of industry is near about 3 trillion won. A type of this industry is combined with Information Technology (IT) and education industry and their complex factors need to be considered because of the country's education policy and ICT infrastructure. In addition to these factors, sometimes main agents can be the government or a private organization and they form different circumstances each other. Therefore, it is required to have an in-depth study of the entering the Chinese market based on an accurate analysis for Chinese education and culture. In this research, it will focus on the current state of e-Learning market in Korea and China after studying the e-Learning system through the existing reference research. Moreover, this research will propose a method of the entry for the Chinese e-Leaning market through a case study from domestic and foreign companies.

The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.89-96
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    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

Development of Interactive e-Learning Authoring Tool for Computational Engineering (인터랙티브 계산공학 이러닝 콘텐츠 저작도구 개발)

  • Shin, jung-hun;Ryu, gi-myeong;Jang, cheol-hoon;Lee, sik;Cho, kum-won
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.413-414
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    • 2017
  • 계산공학 분야는 복잡한 수치이론과 계산 실행 및 분석 툴의 중요성이 높기 때문에 온오프라인 모두에서 효과적인 교육을 수행하는 것이 힘든 실정이다. 본 논문에서는 오프라인 저작도구와 EDISON 플랫폼을 두축으로 효과적인 웹기반 이러닝 환경을 구축하는 과정을 설명하였다. 특징으로는 웹기반이지만 데스크탑에서 오프라인으로 동영상/발표자료/외부링크 등의 이종 콘텐츠들을 조합하여 강의를 구성할 수 있는 저작도구가 있다는 것이다. 또한 계산과학공학 플랫폼인 EDISON의 계산실행 포틀릿을 활용하여 인터랙티브 실습교육 환경을 구성하였다는 것이다. 본 이러닝 시스템은 대학 및 현장에서의 즉각적인 이론습득 및 실습 요구에 대응할 수 있을 것으로 사료된다.

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An Analysis on the Effects of Basic Computational Skills Using G-Learning Contents (기초셈하기 G-러닝 콘텐츠의 효과성 분석)

  • Park, Mangoo;Kim, Eunhye;Whang, Sungwhan;Lee, Donghee
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.225-243
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    • 2013
  • This study was to analyze the effects of basic computational abilities using G-learning contents, which was developed for mathematically slow learners. The participant students were 146 mathematically slow learners in grade 3-6 in Seoul. The researchers analyzed the difference between pre and post test scores to check their effectiveness. Also, teachers and parents as well as students responded survey items to check dispositions and satisfactions towards the program. The research results showed that the application of the G-learning contents on basic computation areas was effective to develop students' basic computational skills. In addition, students also showed that they were satisfied studying basic computations with the G-learning contents. They had increased beliefs about and decreased difficulties in mathematics. Parents and teachers also had satisfactions in using the G-learning programs in spite of some negative effects such as errors in the contents, use of computers, and concentration on the game itself. For the improvement of G-learning contents, we need to keep studying on G-learning contents with wide range of areas and long term studies.

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A Study on Policy for Actualizing the Development Cost Estimation Guidelines of e-Learning Contents in Era of Convergence (융합시대의 이러닝 콘텐츠 개발대가 산정기준의 실효성 제고 정책)

  • Noh, Kyoo-Sung;Han, Tae-In
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.49-56
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    • 2015
  • Korea government has established clear cost estimation standard based on a survey of e-learning contents development cost and presented 'e-Learning Contents Development Cost Estimation Guidelines' that reflect the characteristics of the e-learning industry. However, if there is no institutional support, this guideline and system fails to achieve the purposes and objectives. And it is likely to be facing a dead document. Therefore, the policy foundation is required. This study suggested the following policy; stepwise activation of cost estimation standard, enact announcement and periodically adjustment of cost estimation standard, installation and operation of cost estimation standard operational committee, conjunction with the e-learning industry survey, cultural diffusion of co-owned copyright, systematic monitoring of the e-learning contents development process, research on activating policy of cost estimation standard, conjunction with the standard contract for enhancing policy effectiveness.

Distance E-learners' Motivation, Perception, and Learning Behaviour in Vocational Training Environment (이러닝 직업교육훈련에 대한 학습자 수강동기, 인식, 학습행태 조사연구)

  • Lee, Sookyoung;Park, Yeonjeong
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.499-508
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    • 2017
  • With the recent advance of IT technology and the change of education paradigm, vocational training has been also evolved. In the background of mobilization of learning, increase of bite-size contents, and the agility of just-in-time learning, this study surveyed the online learners' motivation, perceptions, and learning behaviour. Total 4,021 learners from 6 distance learning institutions revealed that learners take the e-learning courses due to more for their self-development than the company's supports and policy. Also, they perceived the subject matter in contents are the most important. The results from this study suggest that the development of contents should focus on the subject matter that can be utilized for their jobs immediately. Lastly, the study confirms that learning space and time has been changed in the flexible way to use their spare time between work and life. Irregularity of learning and hasty preparations were one of major characteristics in the aspect of learning behaviour.