• 제목/요약/키워드: 학습자-학습자 상호작용

검색결과 902건 처리시간 0.03초

The Effects of Ubiquitous learning Characteristics on learning satisfaction in the digital textbook : Focused on the Moderating Effect of computer self-efficacy and digital textbooks usability (디지털교과서 학습에서 유비쿼터스 학습특성이 학습만족도에 미치는 영향: 컴퓨터 자기효능감과 디지털교과서 활용도의 조절효과를 중심으로)

  • Kim, Kyung-Gie;Kim, Su-Min;Kang, Il-Mo;Baek, Hyeon-Gi
    • Journal of Digital Contents Society
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    • 제10권2호
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    • pp.269-278
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    • 2009
  • This study was conducted to provide standards for the development of contents and systems for digital textbooks by examining the learners' satisfaction from digital textbooks, which are now being distributed to schools, in terms of ubiquitous learning, and by verifying the moderation effect of learners' computer self efficacy and digital textbook usage. SPSS win 13.0 was used for technical statistics, Cronbach's $\alpha$ coefficient calculation and correlation analysis for empirical analysis, and the MMR (moderated multiple regression) analysis was conducted for the hypothesis test. The following principal results were obtained from the hypothesis tests. First, the ubiquitous learning features had direct effects on the learning satisfaction from the digital textbooks. Second, when the ubiquitous learning features had positive effects on the learning satisfaction from digital textbooks, both the computer self efficacy and digital textbook usage reacted with the ubiquitous learning feature and showed moderation effects. These results were statistically significant.

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A Study on the Experience of Non-face-to-face Lecture by College Freshmen Using Focus Group Interview (포커스 그룹 인터뷰를 활용한 대학 신입생들의 비대면 강의 경험에 대한 연구)

  • Kang, Jin-Ho;Son, Sung-Min;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
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    • 제14권7호
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    • pp.397-408
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    • 2020
  • This study conducted a focus group interview with 15 college freshman from J college to find out their experiences in non-face-to-face lectures with COVID-19. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were 'Operation of non-face-to-face lectures in unprepared situations', 'Loss of orientation in lectures and departure from learning', 'One way listening', 'The convenience of taking a lectures'. The experience of 'Operating non-face-to-face lectures in unprepared situations' included the start of mixed non-face-to-face lectures, cumbersome and inconvenient online systems, and the demand for tuition refunds. The experience of 'Loss of orientation in lectures and departure from learning' has experienced difficulty in concentrating on lectures, Deficiency in the degree of recognition of learning content, and burden of assignments and exams. The experience of 'One way listening' has experienced lack of interaction between professors and learners and non reflection of liveliness in the field. Finally, participants experienced satisfaction with being able to lectures and repeat lectures at anytime and anywhere they wanted with the convenience of taking lectures. Based on this study, participants called for improvements in the quality lecture contents and interaction between professors and learners, and it is thought that universities will need administrative and financial support and education design and system construction to construct high-quality lecture contents.

Dynamic Generation of Courseware in the Web-based ITS (웹 기반 ITS에서의 동적 코스웨어 생성)

  • 김정화;우종우
    • Proceedings of the Korean Information Science Society Conference
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    • 한국정보과학회 2001년도 가을 학술발표논문집 Vol.28 No.2 (2)
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    • pp.559-561
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    • 2001
  • 현재 웹 기반 교육시스템 (Web-based Educational System WES)은 웹이 플랫폼 독립적이라는 점과 장소와 시간에 대해 자유롭다는 점을 가지고 급성장하고 있으며, 활발히 연구되고 있는 분야이다. 초기의 WES 시스템들은 코스웨어의 정적인 구성과 상호작용성의 부족 등의 문제점들이 있었으나 최근에는 학습자 개개인의 능력에 따라 적응력 있는 학습을 제시하는 연구 방향과 기존 단독형 ITS에서 연구된 결과를 웹 기반으로 적용하려는 두 가지 연구방향으로 접근하고 있다. 본 논문에서는 기존 ITS의 연구결과를 웹 기반 시스템에 적용하여 보다 지능적이며, 적응력 있는 웹 기반 교육시스템을 목표로 이를 설계 및 구현하였다. 특히 시스템의 여러 모듈 중, 교수 계획기의 설계 및 구현을 설명한다. 또한, 교수 계획기는 학습의 효과를 상승시키기 위한 방안으로, 학습자가 학습상황을 시각적으로 선택 및 이해할 수 있게 도와줄 수 있는 curriculum map 개념으로 설계되었다.

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The Design of Instruction & Learning System to improve the ability to solve problems (문제해결 능력신장을 위한 교수-학습 시스템 설계 - 문제 푸는 방법 찾기 단원 중심 -)

  • Bak, So-Yeong;Goh, Byung-Oh
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2007년도 동계학술대회
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    • pp.335-343
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    • 2007
  • 수학적 지식과 능력을 활용하여 생활 주변의 여러 가지 문제를 해결하는 능력의 신장이야말로 수학교육의 목표이자, 수학 학습의 근본적인 이유가 된다. 그러나 문제해결 능력이 가장 많이 필요한 문장제 문제해결과, 문제 푸는 방법 찾기 단원을 학생들은 해결하기 어려워한다. 다른 단원보다 명확하게 식을 찾을 수 있는 연산 문제들과 다르고, 책에 제시되어 있는 방법을 쉽게 사용을 하지 못하며. 그 문제의 의미를 이해하지 못한다. 그래서 문제를 푸는데 즐거움을 느끼지 못한다. 이에 본 연구는 문제 푸는 방법 찾기 단원을 중심으로 문제해결 능력 신장을 위한 교수 학습 시스템 설계를 목적으로 학습의 과정별, 특성별, 연계별 학습 내용을 고려하여 학년 통합, 내용 통합하여 재구성하였다. 그리고 교수-학습 모듈, 평가 모듈, 상호작용 모듈로 시스템을 구성하였다. 시공간의 제약을 극복하여 학습자들의 수준에 적합한 개별화 학습을 제공하고, 웹을 이용한 문제 만들기 활동을 통하여 학습에 자신감을 기르고, 또한, 자기주도적 학습 능력을 향상시키는 계기가 될 수 있을 것으로 기대된다.

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The Effective Method of Webpage Uses for Communication-rich Educational Environments (교육환경에서의 원활한 의사소통을 위한 웹페이지의 효과적 활용방안)

  • Kim, Mi-Rang
    • Journal of The Korean Association of Information Education
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    • 제3권2호
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    • pp.23-32
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    • 2000
  • For a Web, it can be a communication-rich environment that helps educaitonal dialogue among participants, including learners, instructors, and instructional materials. As an example, this study is intended to show a "classroom homepage" which provides even users with cyber place for educational communications. Within this Webpage, users can share available educational materials, experiences, opinions about specific matters and even their serious problems. The existence of this kind of communication channel helps to motivate every users to consider others' situations and understand one another. This Webpage called classroom homepage is suggested as a prototype for enjoying possible educational activities from the perspective of learners.

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A Proposal of Korean Education Program for Multi-cultural Families through Metaverse (메타버스를 활용한 다문화가정 대상 한국어 교육 프로그램 제안)

  • Park, Shinjung;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2022년도 춘계학술대회
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    • pp.581-583
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    • 2022
  • 우리나라 교육통계에 따르면 외국인 가정 및 국제결혼 가정의 자녀 수는 138,227명에 달하며(교육부, 2020), 결혼이민자는 169,005명에 이른다(법무부, 2022). 이들 중 대다수는 의사소통의 어려움을 호소하며, 의사소통 문제는 학교 및 사회생활 부적응으로 이어진다. 이에 대하여, 지방자치단체와 다문화 유관기관 등에서 다양한 한국어교육 프로그램을 진행하고 있지만, 대부분이 단편적인 학습지 교육이나 문화 체험 수업에 그치거나 코로나19 등으로 인하여 수업이 중단되는 등 효과적이고 체계적인 교육이 제공되지 못하고 있는 실정이다. 본 연구에서는 한국에서 적응하고 생활해야 하는 다문화 가정 구성원들을 대상으로 한국어교육을 체계적으로 실시하기 위해 가상현실(VR)을 활용한 교육 프로그램을 제안한다. 이는 시공간의 제약을 받지 않아 일반 교재나 PC 활용 수업에 비해 접근성이 좋고 실재감과 몰입감을 높여 학습자의 흥미와 참여도를 향상시킬 수 있다. 특히 다자간 동시 참여가 가능한 메타버스 공간에서는 학습자 간 활발한 상호작용 및 소통이 가능하여 언어 능력과 더불어 사회 적응력을 기르는 데에 기여할 수 있다.

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The Prosodic Changes of Korean English Learners in Robot Assisted Learning (로봇보조언어교육을 통한 초등 영어 학습자의 운율 변화)

  • In, Jiyoung;Han, JeongHye
    • Journal of The Korean Association of Information Education
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    • 제20권4호
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    • pp.323-332
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    • 2016
  • A robot's recognition and diagnosis of pronunciation and its speech are the most important interactions in RALL(Robot Assisted Language Learning). This study is to verify the effectiveness of robot TTS(Text to Sound) technology in assisting Korean English language learners to acquire a native-like accent by correcting the prosodic errors they commonly make. The child English language learners' F0 range and speaking rate in the 4th grade, a prosodic variable, will be measured and analyzed for any changes in accent. We compare whether robot with the currently available TTS technology appeared to be effective for the 4th graders and 1st graders who were not under the formal English learning with native speaker from the acoustic phonetic viewpoint. Two groups by repeating TTS of RALL responded to the speaking rate rather than F0 range.

The Role of Digital Literacy and IS Success Factors Influencing on Distance Learners' Satisfaction and Continuance (디지털 리터러시와 정보시스템 성공요인이 원격학습자의 만족도와 지속 사용 의도에 미치는 영향)

  • Kim, Yong-Young;Joo, Yeon-Woo;Park, Hye-Jin
    • Journal of Digital Convergence
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    • 제19권11호
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    • pp.53-62
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    • 2021
  • Distance learning (DL) has become a major issue in the educational field with the spread of COVID-19. In order to enhance the satisfaction of DL learners, efforts to cultivate learners' competencies, as well as investment to build IT infrastructure, and activities to support high-quality content provision should be comprehensively considered. Based on a survey of 221 college students, this study verified that digital literacy (knowledge, skill, and mind) and information systems success factors (system, information, and service quality) all positively affect DL satisfaction, in turn, which positively influences on DL continuance. This study is meaningful in that it comprehensively considered learner's ability and IT infrastructure and analyzed the effect on the satisfaction and intention of continuous use of DL. In the future, it is necessary to expand the target of not only college students but also elementary and secondary students and instructors, and to further consider interaction, which is a major factor in the distance learning process.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • 제16권1호
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Exploring the Effect of Interaction between a Sense of Community and Marital Intimacy on the Learning Participation Motive : Focused on Church Family Ministry Program Participants (학습참여동기에 대한 공동체 의식과 부부 친밀감의 상호작용 효과 탐색 : 교회 가정사역 프로그램 참여자를 중심으로)

  • Lee, Chu Gang;Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • 제67권
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    • pp.117-156
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    • 2021
  • This study was conducted in order to investigate the effect of interaction bewteen a Sense of Community and Marital Intimacy effect on learning participation motive in the church family ministry program. In this study, data from 607 people(male: 302, female: 305) nationwide churches and institutes participating in church family ministry program were collected as analysis targets. The produced results from this study are: First, Emotional connection, one of the Marital Intimacy, has meaningful effect (t=6.087, p<.001) on Continuous motivation, one of the learning participation motive. Second, Membership, one of the Sense of Community, has meaningful effect (t=3.343, p<.001) on Intrinsic motivation, one of the learning participation motive. Third, Influence, one of the Marital Intimacy, has meaningful effect (t=5.358, p<.001) on Extrinsic motivation, one of the learning participation motive.