• Title/Summary/Keyword: Context-learning

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User-centered Design of m-Learning System: Moodle On The Go

  • Minovic, Miroslav;Stavljanin, Velimir;Milovanovic, Milos;Starcevic, Dusan
    • Journal of Computing Science and Engineering
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    • v.4 no.1
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    • pp.80-95
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    • 2010
  • In order to truly integrate e-Learning system into regular curriculum at a university, mobile access to Learning Management Systems has to be enabled. Mobile devices have the potential to be integrated into the classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of Learning Management Systems by students is still on the low rate, mostly because of poor usability of existing e-Learning systems. Our initial research has confirmed this hypothesis. Usability issue is rising to the higher level on the mobile platform, because of the mobile devices' limited screen size, input interfaces and bandwidth, and also because of the context of use. Our second hypothesis was that it is wrong to consider a mobile device as a surrogate for desktop or laptop personal computer (PC). By just adopting the existing Learning Management System on mobile devices with adaptive technologies such as Google proxy, we do not acquire the satisfactory results. Usability can prove to be even lower compared to desktop application. One possible solution to the problem could be development of rich client applications for today's mobile devices that would raise the usability to a higher level. We developed a PocketPC prototype application by using user-centered design principles, which we presented as a third alternative in usability research conducted among university students. Results gathered in such a way have confirmed that development of e-Learning system, in order to be widely accepted by students, needs to have the user(student) in the center of development process.

The Role of Strategic Learning in New Product Development Management (신제품개발 관리에서 전략적 학습의 역할)

  • Kim, Ji-Dae;Lee, Sung-Seok
    • Korean Management Science Review
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    • v.25 no.1
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    • pp.149-167
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    • 2008
  • One of characteristics of firms having successfully developed new products is that they are practicing strategic learning, that is, organizational learning for preparing the future. In this context, we attempts to examine the effect of strategic learning on the proficiency of new product development activities and new product outcome, in an empirical way. In addition, we Investigated the moderating effect of new product innovativeness on the relationship among strategic learning, proficiency of new product development activities, and new product outcome. The analysis results show that the strategic learning has a positive impact on both the proficiency of new product development activities and new product outcome. And it was found that the impact of strategic learning on the proficiency of new product development activities is increasing when firms developing new products with high degree of innovativeness. However, the impact of strategic learning on new product outcome was not different according to new product innovativeness. This results shed some insight on the role of strategic learning in the new product development management.

L2 Learner's Perspectives of How Personal and Instructional Factors Influence Achievement in Online-incorporated Environment

  • Kim, Jeong-Yeon
    • English Language & Literature Teaching
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    • v.16 no.4
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    • pp.39-69
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    • 2010
  • This study aims to identify how participants in online-incorporated English learning perceive interaction between achievement and factors of learning and personality. Using grounded theory analysis, this study attempts to generate a theoretical model depicting how the factors work with the L2 learners situated in the learning setting. A total of 231 college freshmen participated in online and offline EFL learning programs for the duration of one semester. In addition, all respondents completed a survey questionnaire on their learning experiences. In the investigation of the differences between low- and high-proficiency groups, audio-taped interviews with 20 selected students, 10 from each group, have revealed differences not only in the types of personal and instructional factors, but also, more importantly, in the interrelationship between these factors in each group's learning model. These models effectively explained the statistically significant differences in four questionnaire items, such as online learning and contributions of offline class sections to their L2 achievement. These findings entail L2 practitioners' shared understandings of their students' perspectives of learning in the specific L2 learning context.

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Seven Facets of Learning Agility in Higher Education for Future Society

  • SUNG, Eunmo
    • Educational Technology International
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    • v.22 no.2
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    • pp.169-197
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    • 2021
  • Learning agility as high potentials is drawing attention as a competency for leading an uncertain future society. The present study aims to determine the factors of learning agility in higher education context for future society. To address this goal, Major factors related to learning agility were derived through literature review and statistically verified. For statistical analysis, the nationwide data were collected from 1,000 undergraduate students in South Korea by National Youth Policy Institute. The participants asked to answer 29 items of learning agility questionnaires (LAQ). The collected data were analyzed by descriptive statistical analysis, exploratory factor analysis, and confirmatory factor analysis. As a result, learning agility items were verified normality and reliability. Learning agility was identified seven factors; challenging mind, learning responsibility, reflecting experience, intellectual curiosity, systemic thinking, change adaptability, and logical thinking. Also, the structural model fit of the seven factors of learning agility was also confirmed to be good. Based on the findings of the present study, empirical, theoretical, and practical contributions were presented, and suggestions for further research were proposed in detail.

Context Prediction Using Right and Wrong Patterns to Improve Sequential Matching Performance for More Accurate Dynamic Context-Aware Recommendation (보다 정확한 동적 상황인식 추천을 위해 정확 및 오류 패턴을 활용하여 순차적 매칭 성능이 개선된 상황 예측 방법)

  • Kwon, Oh-Byung
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.51-67
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    • 2009
  • Developing an agile recommender system for nomadic users has been regarded as a promising application in mobile and ubiquitous settings. To increase the quality of personalized recommendation in terms of accuracy and elapsed time, estimating future context of the user in a correct way is highly crucial. Traditionally, time series analysis and Makovian process have been adopted for such forecasting. However, these methods are not adequate in predicting context data, only because most of context data are represented as nominal scale. To resolve these limitations, the alignment-prediction algorithm has been suggested for context prediction, especially for future context from the low-level context. Recently, an ontological approach has been proposed for guided context prediction without context history. However, due to variety of context information, acquiring sufficient context prediction knowledge a priori is not easy in most of service domains. Hence, the purpose of this paper is to propose a novel context prediction methodology, which does not require a priori knowledge, and to increase accuracy and decrease elapsed time for service response. To do so, we have newly developed pattern-based context prediction approach. First of ail, a set of individual rules is derived from each context attribute using context history. Then a pattern consisted of results from reasoning individual rules, is developed for pattern learning. If at least one context property matches, say R, then regard the pattern as right. If the pattern is new, add right pattern, set the value of mismatched properties = 0, freq = 1 and w(R, 1). Otherwise, increase the frequency of the matched right pattern by 1 and then set w(R,freq). After finishing training, if the frequency is greater than a threshold value, then save the right pattern in knowledge base. On the other hand, if at least one context property matches, say W, then regard the pattern as wrong. If the pattern is new, modify the result into wrong answer, add right pattern, and set frequency to 1 and w(W, 1). Or, increase the matched wrong pattern's frequency by 1 and then set w(W, freq). After finishing training, if the frequency value is greater than a threshold level, then save the wrong pattern on the knowledge basis. Then, context prediction is performed with combinatorial rules as follows: first, identify current context. Second, find matched patterns from right patterns. If there is no pattern matched, then find a matching pattern from wrong patterns. If a matching pattern is not found, then choose one context property whose predictability is higher than that of any other properties. To show the feasibility of the methodology proposed in this paper, we collected actual context history from the travelers who had visited the largest amusement park in Korea. As a result, 400 context records were collected in 2009. Then we randomly selected 70% of the records as training data. The rest were selected as testing data. To examine the performance of the methodology, prediction accuracy and elapsed time were chosen as measures. We compared the performance with case-based reasoning and voting methods. Through a simulation test, we conclude that our methodology is clearly better than CBR and voting methods in terms of accuracy and elapsed time. This shows that the methodology is relatively valid and scalable. As a second round of the experiment, we compared a full model to a partial model. A full model indicates that right and wrong patterns are used for reasoning the future context. On the other hand, a partial model means that the reasoning is performed only with right patterns, which is generally adopted in the legacy alignment-prediction method. It turned out that a full model is better than a partial model in terms of the accuracy while partial model is better when considering elapsed time. As a last experiment, we took into our consideration potential privacy problems that might arise among the users. To mediate such concern, we excluded such context properties as date of tour and user profiles such as gender and age. The outcome shows that preserving privacy is endurable. Contributions of this paper are as follows: First, academically, we have improved sequential matching methods to predict accuracy and service time by considering individual rules of each context property and learning from wrong patterns. Second, the proposed method is found to be quite effective for privacy preserving applications, which are frequently required by B2C context-aware services; the privacy preserving system applying the proposed method successfully can also decrease elapsed time. Hence, the method is very practical in establishing privacy preserving context-aware services. Our future research issues taking into account some limitations in this paper can be summarized as follows. First, user acceptance or usability will be tested with actual users in order to prove the value of the prototype system. Second, we will apply the proposed method to more general application domains as this paper focused on tourism in amusement park.

Development of Storytelling Program for Science Learning Utilizing Local Myths as Contents

  • Kang, Kyunghee
    • International Journal of Contents
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    • v.10 no.3
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    • pp.55-63
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    • 2014
  • Existing science education that excludes narrative thinking impedes the understanding of the context of workbook content. The object of this research is to develop a storytelling-learning program based on narrative thinking to elevate learners' interest in science and expand their inventive problem-solving abilities. Following an analysis of the current Korean curriculum, eight types of storytelling materials that utilize local content were developed for grades 7-9. The learning program used quest storytelling and was designed such that learning activities such as investigation, discussion, and experimentation were included in the process of solving each quest. Learners experienced an interest in storytelling learning resulting from participation in this storytelling-learning program. Moreover, learners demonstrated inventive problem-solving abilities in the process of completing the stories. During the process of assembling the storytelling materials, the students interacted with enthusiasm and generated ideas. The teachers indicated a positive feedback to the storytelling program as a new attempt to stimulate learners' interests. In the future, with continuous development and application, storytelling-science-learning programs that base science learning on narrative thinking are expected to be successful.

Utilization of an Educational Information System for Medical Education (의학교육에서의 교육정보시스템 활용)

  • Lee, Dong Yub
    • Korean Medical Education Review
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    • v.16 no.1
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    • pp.1-6
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    • 2014
  • The teaching and learning environment in medical schools is significantly different from that of other academic fields. An educational information system specifically designed for medical education could be an important solution for the unique context of medical education. In this study, the concept of the educational information system has been reviewed, and how such a system can be utilized effectively for medical education has also been explored. This paper also addresses how learning management systems for online learning could be made more effective through educational information systems. The application of flipped learning, which has been developing rapidly to improve teaching and learning, for medical education was also investigated. In conclusion, it was found that educational information systems could be a solution to various teaching and learning issues in medical schools. In particular, given that high performing students tend to enter medical schools, using educational information systems to improve the teaching and learning environment in medical school should be investigated further.

E-Learning Impact on the Convention Business Settings Focusing on the Employees' Attitude and Emotion (컨벤션 실무자 태도와 감정이 e-learning 교육성과에 미치는 영향)

  • Lee, Ki-Dong;Kim, Sun-Ho;Kim, Hak-Hee;Park, Cheon-Woong;Kim, Jwa-Hyun
    • Journal of Digital Convergence
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    • v.6 no.1
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    • pp.113-122
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    • 2008
  • In this paper, we studied on the e-learning impact on the employees in the convention business, focusing on the employees' learning attitudes and emotion. Since the convention business is getting more attention especially in the culture and tourism industry, the employees in this convention setting are needed to reeducated periodically. We collect and test 126 employees who have studied some conventional education in e-learning. The findings of this research are that an employees' attitude and emotion have a significant positive effect on the achievement or success of the e-learning program. Based on this study, we discuss and suggests managerial implications for building e-learning context, with the consideration of the attitudes and emotion of the participants.

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Service-Learning Projects with Local Non-Profit Organizations Integrated into a Visual Design Class

  • Kim, Eundeok;Lee, Yoon-Jung
    • Fashion, Industry and Education
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    • v.15 no.2
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    • pp.53-63
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    • 2017
  • The growing significance of corporate social responsibility in the fashion industry has shed light on the importance of preparing fashion students to become socially responsible professionals. In spite of numerous benefits of service-learning, the teaching/learning method has been rarely employed in the fashion design and merchandising context. Therefore, the purpose of the study was first, to examine the concept and models of service-learning and compare different types of service-learning programs, and second, to discuss service-learning projects that were adopted in a visual design class as examples that service-learning can be effectively integrated into the fashion design and merchandising curriculum. This study provides the opportunity to share successful service-learning implementation with other educators to help with effective incorporation of the pedagogical program into the curriculum.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.