• Title/Summary/Keyword: Context-learning

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Web Hypermedia Resources Reuse and Integration for On-Demand M-Learning

  • Berri, Jawad;Benlamri, Rachid;Atif, Yacine;Khallouki, Hajar
    • International Journal of Computer Science & Network Security
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    • v.21 no.1
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    • pp.125-136
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    • 2021
  • The development of systems that can generate automatically instructional material is a challenging goal for the e-learning community. These systems pave the way towards large scale e-learning deployment as they produce instruction on-demand for users requesting to learn about any topic, anywhere and anytime. However, realizing such systems is possible with the availability of vast repositories of web information in different formats that can be searched, reused and integrated into information-rich environments for interactive learning. This paradigm of learning relieves instructors from the tedious authoring task, making them focusing more on the design and quality of instruction. This paper presents a mobile learning system (Mole) that supports the generation of instructional material in M-Learning (Mobile Learning) contexts, by reusing and integrating heterogeneous hypermedia web resources. Mole uses open hypermedia repositories to build a Learning Web and to generate learning objects including various hypermedia resources that are adapted to the user context. Learning is delivered through a nice graphical user interface allowing the user to navigate conveniently while building their own learning path. A test case scenario illustrating Mole is presented along with a system evaluation which shows that in 90% of the cases Mole was able to generate learning objects that are related to the user query.

Seamless Mobile Learning: Possibilities and Challenges Arising from the Singapore Experience

  • SO, Hyo-Jeong;KIM, Insu;LOOI, Chee-Kit
    • Educational Technology International
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    • v.9 no.2
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    • pp.97-121
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    • 2008
  • The purposes of the present study are to describe the design of mobile learning scenarios based on learning sciences theories, and to discuss implications for the future research in this area. To move beyond mere speculations about the abundant possibilities of mobile learning and to make real impact in K-12 school settings, it is critical to conduct school-based research grounded on the learning sciences theories. Towards this end, this paper describes school-based mobile learning projects conducted by a research team at the Learning Sciences Lab in Singapore, and then discusses the possibilities and challenges of mobile learning to further inform future research. Specifically, this paper explores the affordances of mobile technology, such as portability, connectivity and context-sensitivity, to design seamless learning scenarios that bridge formal and informal learning experiences. The authors present a framework for re-conceptualizing different types of learning based on physical settings and intentionality, and then describe two seamless learning scenarios, namely 3Rs and Chinatown Trail, which were implemented in one primary school in Singapore. In conclusion, the authors discuss the affordances of seamless mobile learning for enhancing one's lived experiences to build a living ecological relationship between the person and the environment, and how mobile technology can play a critical role for enabling such lived experiences.

The Shifting Process of R&D Spaces in Firm's Adaptation: Competences, Learning and Proximity (기업의 적용에 있어 R&D 공간의 변화: 조직적 역량, 학습 그리고 근접성)

  • Lee, Jong-Ho
    • Journal of the Korean association of regional geographers
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    • v.8 no.4
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    • pp.529-541
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    • 2002
  • This paper aims to provide a context-specific interpretation on the shifting process of in-house R&D spaces in a large Korean firm in the context of rapidly changing markets and technology. Drawing on the case study of LG Electronics Company, one of the Korea's flagship companies, I examine the causes and mechanisms leading to a shift in domestic R&D spaces and the nature of learning processes between R&D teams and between R&D and other organizational units, particularly manufacturing. It appears that the current reshaping processes of domestic R&D spaces in LGE focus more on the clustering of core R&D laboratories than the geographical integration of conception and execution. However, it should not simply be viewed that such a move would be reduced to the linear model of innovation and organizational learning. Instead, it involves the firm-specific mode of regulating organizational competences. As contextual variables to induce such a firm-specific mode of organizational change, I consider the spatial form of organization, the spatial sources of knowledge and learning, and the powers of relational learning that can be made between distanciated actors and teams.

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A study on developments of learner-oriented e-Learning contents in convergence era (컨버전스 시대 학습자 중심의 e-Learning 컨텐츠 개발에 관한 연구)

  • Lee, Jong-Ki
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.181-189
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    • 2006
  • The ubiquitous technology has requested many changes both to the way of learning and to the way of convergence learning content development. However, until now most of e-Learning contents can not meet the requirements of technology convergence and are not developed from the user's perspectives. In this paper, we focus a convergence learning model that is learner-oriented structure, active use of formal and informal learning. Furthermore, examine carefully importance about task analysis, storytelling, and feedback design strategy of learning management system for e-Learning content development. In this context, this paper suggests the effective e-Learning content development method in a convergence era.

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Virtual World-Based Information Security Learning: Design and Evaluation

  • Ryoo, Jungwoo;Lee, Dongwon;Techatassanasoontorn, Angsana A.
    • Journal of Information Science Theory and Practice
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    • v.4 no.3
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    • pp.6-27
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    • 2016
  • There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.

Learners' Perceptions and Experiences of Using e-Textbooks in Online Learning Environment

  • LEE, Sunghye;CHAE, Yoojung;CHOI, Kyoungae
    • Educational Technology International
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    • v.20 no.2
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    • pp.195-221
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    • 2019
  • This study explored middle and high school students' learning experiences using e-textbooks in online learning courses. Data were collected from in-depth interviews. The interviewees for this study were 19 students who enrolled voluntarily in an online mathematics and science inquiry program, actively participated in the online learning. The students generally have high academic achievement and motivation for learning in science and mathematics. Data were analyzed based on a grounded theory approach. As a result, the characteristics of the online learning environment using e-textbooks were conceptualized via three different categories including temporal, spatial, and technical. Such characteristics of the learning environment were able to provoke self-directed learning, extended learning, interactive learning, in-depth learning, improved ICT literacy, and formation of positive emotions and learning habits. Most of the learners showed positive feedback towards the use of e-textbooks, while some mentioned the technical limitations compared to conventional paper-based learning. This study suggested that e-textbooks are likely to induce positive experiences for learners in the context of online learning, so it is necessary to design contents that utilize various functions and advantages of electronic teaching materials in order to use e-textbooks effectively.

An Inquiry of Constructs for an e-Learning Environment Design by Incorporating Aspects of Learners' Participations in Web 2.0 Technologies

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.12 no.1
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    • pp.67-94
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    • 2011
  • The major concern of e-learning environment design is to create and improve artifacts that support human learning. To facilitate effective and efficient learning, e-learning environment designers focused on the contemporary information technologies. Web 2.0 services, which empower users and allow the inter-transforming interactions between users and information technologies, have been increasingly changing the way that people learn. By adapting these Web 2.0 technologies in learning environment, educational technology can facilitate learners' abilities to personalize learning environment. The main purpose of this study is to conceptualize comprehensively constructs for understanding the inter-transforming relationships between learner and learning environment and mutable learning environments' impact on the process through which learners learn and strive to shape their learning environment. As results, this study confirms conceptualization of four constructs by incorporating aspects of design that occur in e-learning environments with Web 2.0 technologies. First, learner-designer refers to active and intentional designer who is tailoring an e-learning environment in the changing context of use. Second, learner's secondary design refers to learner's design based on the primary designs by design experts. Third, transactional interaction refers to learner's inter-changeable, inter-transformative, co-evolutionary interaction with technological environment. Fourth, trans-active learning environment refers to mutable learning environment enacted by users.

A Study on the Meaning of Average Values and Its Teaching Statistics Area (통계 영역에서 대표값의 의미와 지도에 관한 고찰)

  • 박영희
    • School Mathematics
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    • v.3 no.2
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    • pp.281-294
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    • 2001
  • As a measure of the center of data, arithmetical mean, median, mode, harmonic mean and geometric mean are generally used. Students must learn qualitative aspect of average values as well as its calculation for its adequate use. As the result of the learning, they should be able to select the appropriate average value according to the characteristic of data and problem context. For this object, the historical origin and visual interpretation of average values were introduced in this paper. And to help teaching several meanings of average values, several examples including context were suggested.

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Context-aware and Reasoning Model for Ubiquitous (유비쿼터스 환경을 위한 상황인지 및 학습, 추론 모델)

  • Ji Dong-Jun;Yang Jung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.223-225
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    • 2006
  • 유비쿼터스는 인간의 일상생활에 깊이 스며들어 삶을 풍요롭게 만들어 주는 기술이다. 즉. 여러 형태의 센서가 인지하는 상황정보를 바탕으로 인간을 위한 다양한 목적을 이루어 낼 수 있다. 각각의 유비쿼터스 시스템은 각자의 구조를 가지지만 상황인지(Context-aware), 학습(Learning), 추론(Reasoning) 의 요소는 대부분 필수적으로 갖추고 있다. 본 연구에서는 위 세가지 기본요소를 조합해서 구현할 수 있는 프레임워크를 제시하고 시나리오를 통해 그 적용 가능성을 살펴본다.

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Preservice Teachers' Beliefs and Practices: Project Approach in Classroom Context (반성적 사고를 통해 나타난 예비유아교사의 신념과 실천: 프로젝트접근법을 통해)

  • Ahn, Hyo-Jin
    • Journal of the Korean Home Economics Association
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    • v.44 no.2 s.216
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    • pp.13-23
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    • 2006
  • The purpose of this study was to explore 6 preservice teachers's perceptions and practices on children and teaching while they implemented the Project Approach. Using qualitative research, data were collected from individual and group reflections, interviews, classroom observations, and videotaping. Results showed that preservice teachers recognized the importance of observing children in context and the meaning of learning through the Project Approach. Preservice teachers developed their identities through reflective thinking on their theories and practices.