• Title/Summary/Keyword: 학습자-학습자 상호작용

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Learner Centered, Web-Based Integrated Virtual Education System: CyberClass (학습자 중심의 웹 기반 통합 가상교육시스템의 개발)

  • 문석원;박경환
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.297-302
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    • 1998
  • 본 논문에서는 월드와이드웹에 기반한 학습자 중심의 통합 가상교육시스템 CyberClass를 설계하고 구현한 방법을 소개한다. 기존의 가상교육시스템은 학습자 중심의 상호작용 유형을 분석하여 이에 따른 적당한 상호작용 모델을 제시하지 않고 기능면에서의 사용도구 및 방법만을 제시함으로써 각 기능들이 자연스럽게 통합되지 못하였다. 따라서 전통적인 교육 방식인 강의실 수업에 참여한 학습자들이 가지는 현장감이나 친밀감에서 오는 커다란 교육적 이득을 제공하지 못하였다. 본 논문에서 개발한 가상교육시스템 CyberClass는 학습자 중심의 상호작용유형을 분석하고 이를 기반으로 상호작용모델을 제시한다. 그리고 제시된 모델에 기반하여 학습자와 교수, 학습자와 학습자 나아가 학습자와 가상교육시스템간의 상호작용에 기반한 시스템을 설계하였다. 따라서 학습자의 상호작용 모델에 기반함으로써 학습 참여도나 학습 능률의 향상을 기대할 수 있다. CyberClass는 학습자 중심의 상호작용을 위해 비동기공유 기공과 동기고유 기능을 모두 지원한다. 이들의 공유 기능들은 유기적으로 결합하고 직관적인 학습자 인터페이스를 제공함으로써 학습자에게 기능의 다양성에 따른 학습의 부담을 줄이고 자연스런 학습과정이 유도되도록 하였다.

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A Study on Integration of Interactions in Web-based Instruction (웹 기반 학습에서 상호작용 통합에 관한 연구)

  • Yi, Dond-Ae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04b
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    • pp.1527-1530
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    • 2002
  • 웹 기반의 학습활동 중에 이루어지는 상호작용에는 학습자-컨텐츠 상호작용 학습자-교수자 상호작용, 학습자-학습자 상호작용이 있고, 학습효과를 보장하기 위해서는 이 세 가지의 상호작용을 유기적으로 통합 활용하여야 한다. 본 논문에서는 이를 위해 새로운 상호작용을 정의하고 이를 '학습자-교수자-컨텐츠 상호작용'이라 하였다. 또한 상호작용의 기본이 되는 학습자-컨텐츠 상호작용을 증진시키기 위한 3가지의 전략을 제안하였다. 첫째, 화면구성 원칙을 따라야 한다. 둘째, 'Learning by doing'이 가능한 컨텐츠가 되어야 한다. 셋째, 학습내용은 세분화하고, 학습내용 내에도 학습능력에 따라 적절한 피드백이 가능해야 한다가 그것이다.

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Structural Relationship among Self-Directed Learning Ability, Learner-Instructor Interaction, Learner-Learner Interaction, and Class Satisfaction in Online Learning Environments (온라인 학습에서 자기주도학습능력, 상호작용 및 수업만족도의 구조적 관계)

  • Yoo, Jieun
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.255-281
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    • 2020
  • The purpose of this study was to investigate the structural relationship among self-directed learning ability, learner-instructor interaction, learner-learner interaction, and class satisfaction in online learning environments by the structural equation modelling (SEM). Participants of the study consisted of 300 students (110 = high school students, 190 = college students). Through latent mean analysis (LMA), there was no significant difference of study variables between high school and college groups. However, thorough multi-group analysis, self-directed learning ability had a direct and indirect effect on class satisfaction for the college group via learner-instructor and learner-learner interactions, while learner-learner interaction played a full mediating role of the relationship between self-directed learning ability and class satisfaction for the high school group. In addition, self-directed learning ability had a stronger influence on learner-learner interaction for the college group than the high school group. These results would provide important implications for understanding the different mechanisms between high school and college online learning contexts.

Analysis of Class Satisfaction and Perceived Learning Achievement to the Interaction Type on e-Learning in University (대학 이러닝에서 상호작용 유형에 따른 수업만족도 및 인지된 학업성취도 분석)

  • Jeon, Young-mee;Cho, Jin-suk
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.131-141
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    • 2017
  • This paper analyzed class satisfaction and perceived learning achievement to the interaction type on e-learning in university. To achieve the study's objective, one course with and another course without learner-instructor interactions were selected. A total of184 student-respondents completed the questionnaire. Accordingly, more learner-content and learning-system interactions were noted in the course with learner-instructor interactions. Moreover, a correlation was observed between interaction, class satisfaction, and learning achievement. Learner-instructor interactions indicated the highest effect on both educational satisfaction and perceived learning achievement, followed by learner-system interactions on class satisfaction, and by learner-instructor interactions on learning achievement. Recommendations were then formulated based on the foregoing findings. First, workshops or training focusing on content development and on how to present the course should be provided to the instructors. Second, learner-instructor interactions should be activated in the course through various means. In this study, although learner-learner interactions was not given focus, future studied should delve into how learner-learner interaction should be activated and considered.

A Study on Web 2.0 in Educational Methods - Focusing on Widget - (웹 2.0의 교육적 활용방안에 관한 연구 : 위젯을 중심으로)

  • Cho, Kwon-Hyoung;Kim, Soo-Hwan;Han, Seon-Kwan
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.235-240
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    • 2009
  • 웹 2.0을 적용한 블로그, 위젯, RSS 등의 여러 가지 기술들의 발전은 계속적으로 변화하는 교육에 필요한 다양한 툴을 제공해 주고 있다. 현재의 초등학교 교육은 단순히 지식을 전달하고 그것을 학습하는 과정뿐만 아니라 교수자와 학습자, 학습자와 학습자 사이의 상호작용을 통한 교수.학습과정이 이루어지고 있다. 따라서 앞으로의 교육은 교수자와 학습자 모두가 참여하는 형태로 발전하게 될 것임에 분명하다. 그러나 이러한 상호작용에만 국한될 경우 학습자들이 기본적으로 알아야 할 핵심지식에 대한 교육이 소홀해 질 수 있다. 따라서, 교수자와 학습자가 원활한 상호작용을 이루어 질 수 있는 새로운 형태의 학습 환경이 필요함과 동시에, 핵심지식의 전달이 원활하게 이루어질 수 있는 툴이 필요하다. 본 연구에서는 웹 2.0의 여러 가지 기술들을 통해 교수자와 학습자가 원활한 상호작용을 이룰 수 있는 환경에 대한 분석을 통하여 핵심지식의 전달이 원활하게 이루어질 수 있는 교육용 위젯을 개발하였다. 본 연구에서 개발한 교육용 위젯을 활용한다면 교수자와 학습자의 상호작용을 통한 교육에서 다루지 못하는 부분의 핵심지식 교육을 보충함으로써 학습자들의 핵심지식의 습득 및 학습효과를 증진시키는데 기여하게 될 것이다.

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An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

Design and Implementation of Web based Real time Quiz-game Type Learning System for Multi-Learner Interaction (다중 학습자 상호작용을 위한 웹기반 실시간 퀴즈학습 시스템의 설계 및 구현)

  • Kim, Jong-Jin;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.351-363
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    • 2001
  • The established Web Based Learning System had not encouraged Multi-Learner Interaction. The System for Multi-Learner Interaction proposed an alternative measure. By now, this System for Multi-Learner Interaction have applied the sphere of Web Based Learning. But, Actually, the Multi-Learner's Interaction and Feedback of this System has a few effective and confidence, because this System has much time gap between Interaction and Feedback of Multi-Learner primarily. This Research propose an answer of this Problem, Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction. Moreover, this System expect increased concentration ability for Learning and strong motivation of Learning for the greatest Learning effects in a Subject Solution course of Learners with founding Web Based Quiz-game Type Learning. So this Research will design and implement the Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction.

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A Design and Implementation of Web-Based Self-Directed Learning Through Dynamic Reciprocal action (동적 상호작용을 통한 웹기반 자기주도적 학습의 설계 및 구현)

  • 허순녕;이재희;이경현
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.419-422
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    • 2000
  • 본 논문에서는 길을 기반으로 하여 학습자 스스로 학습의 장면을 결정하고, 학습의 형태를 계획하여 학습을 주도적으로 이끌어 낼 수 있도록 하는 학습자 중심의 자기주도적 학습 환경을 선계 및 구현하였다. 학습 설계 대상은 학습자와 길 사이의 동적 상호작용을 통하여 지필 학습방법으로 학습하기 힘들었던 단원인 고등학교 공통수학의 삼각함수를 선택하였다. 학습자가 학습장면에서 직접 실행해 보고 도형을 이동시켜 변화하는 현상을 관찰하고 탐구함으로써 실시간으로 피드백이 가능하여 학습의 효과를 극대화하였으며 학습자에 대한 정보와 학습의 상태는 DB를 이용하여 관리하도록 하였고 형성평가와 총괄평가는 DB를 이용하도록 설계하였다.

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Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.507-519
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    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

Structural Analyses on the Effects of Self-regulated Learning and Learning Motivation on Learner-instructor Interactions and Academic Performance in College Learning Environments with e-Learning Contents (대학 이러닝 콘텐츠 기반 학습환경에서 자기조절학습과 학습동기가 학습자-교수자 상호작용 및 학업성취에 미치는 영향의 구조적 관계분석)

  • Kang, Min-Seok;Lim, Keol
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.1014-1023
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    • 2013
  • Rapid developments of Information and Communication Technologies(ICT) have made people learn with online contents allowing learning at onilne universities. The environments of offering educational contents at online universities differ from those at offline-based ones, so that alternative variables need to be considered in order to enhance learning effectiveness in online settings. In this study, the effects of Self-Regulated Learning(SRL) and motivation on learner-instructor interactions and academic performance in an online university were addressed. As a result, SRL and motivation not only directly affected both interactions and achievements, but also indirectly affected achievements via interactions. Also, learner-instructor interactions were directly effective on learning achievements. The implications of the research included comprehensive understandings of the structural relationships of teaching- and learning-related variables on learning. Suggestions were made based on the results.