• Title/Summary/Keyword: Design of learning Contents

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Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

Flipping an EMI Physics Class: Implications of Student Motivation and Learning Strategies for the Design of Course Contents

  • Ancliff, Mark;Kang, Alin
    • International Journal of Contents
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    • v.13 no.4
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    • pp.1-11
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    • 2017
  • This paper studies the effect of flipping the classroom in undergraduate physics classes using English as the medium of instruction (EMI). Data on student use of learning strategies, course satisfaction level and perceptions of the flipped classes were collected through a survey including close-ended and open-ended questions. The sample size was 71 students in flipped classes, with 60 students in non-flipped classes used as a control group (total N=131). It was found that students in the flipped classes showed greater intrinsic goal orientation (p<.05), control of learning beliefs (p<.05), and use of critical thinking (p<.01) than those in the non-flipped classes. While the survey highlighted problems of student engagement with the pre-class activities, students who had previous experience with online classes committed more time to pre-class, suggesting that engagement may improve with exposure to blended learning. It is concluded that the flipped classroom helps students develop their identities as self-directed learners, but that more support is necessary for weaker students in the EMI context. Implications are drawn for the content design of flipped EMI classrooms.

Effects of a Web-based Learning Contents in Operating Room Nursing for Nursing Students (간호학생을 위한 웹기반 수술간호 학습콘텐츠의 효과)

  • Park, Eun-Hee;Hwang, Seon-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.384-394
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    • 2011
  • This study was conducted to develop a web-based learning contents that assists nursing students' clinical practice on operating room nursing and to examine its learning effects. Based on contents and need analysis, 6 learning modules were developed regarding nursing care in surgical operation and operating equipments. In order to verify the effects of the program, this study employed a quasi-experimental pretest-posttest control group design. Knowledge was significantly higher in experimental group that was enhanced by the web-based learning contents than that of the control group (p<.001). However, there was no significant difference between the two groups in self-directed learning. Experimental group had significantly higher motivation toward learning, which was examined posttest only, compared to control group (p<.001). These results support that the implementation of an web-based learning contents need to be continued as an effective educational material but we need more research to establish how this can be effectively implemented in a students' practicum.

Course Design Manual Development on the Job of Indoor Wiring Installations Using ISD and DACUM process for Work Based Curriculum Development (성과중심교육을 위한 옥내배선설비공사 수업 설계 교재 개발)

  • 김세동;김효진
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2002.11a
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    • pp.363-368
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    • 2002
  • Performance-based course design on the job of receiving substation installations is presented to achieve a work based curriculum development. It includes a job analysis method called ISD(Instructional Systems Design & Development) and DACUM(Developing a Curriculum) which is designed to accept various requirements of industrial fields. It is provided with course profile, key contents, terminal learning objectives, intermediate learning objectives, instruction strategy, instruction sequence, case study, action learning and lesson plan.

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Course Design Manual Development on the Sob of deceiving Substation Installations Using ISD and DACUM process for Work Based Curriculum Development (DACUM 및 ISD 수업설계 분석을 통한 자가용 변전설비공사 실무 교계 개발)

  • 김세동;김효진
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2001.11a
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    • pp.151-156
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    • 2001
  • Performance-based course design on the job of receiving substation installations is presented to achieve a work based curriculum development. It includes a job analysis method called ISD(Instructional Systems Design & Development) and DACUM(Developing a Curriculum) which is designed to accept various requirements of industrial fields. It is provided with course profile, key contents, terminal learning objectives, intermediate learning objectives, instruction strategy, instruction sequence, case study, action learning and lesson plan.

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Education On Demand System Based on e-Learning Standards (e-Learning 표준에 기반한 주문형 교육 시스템)

  • Hong, Gun Ho;Song, Ha Yoon
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.99-108
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    • 2003
  • This paper indicates limitations of the existing VOD(Video on Demand)-based on-line education systems and presents the design and implementation of Education on Demand (EOD) system as an alternative. EOD system is based on meta information expressed in XML and component technology. Overall system consists of authoring tool. contents server, learning policy system and contents viewer. which are utilized throughout the learning contents life-cycle. EOD system enables automated contents management using meta information exchange methodology that is conformant to the SCORM meta data presentation scheme. In addition, integrated management of interaction and feedback information along with the learning policy system provides customized learning guide for each individual learner. With the development of EOD system, this paper discusses about advanced on-line education system which surpasses existing content-providing-only systems.

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Design and Implementation of Scratch-based Science Learning Environment Using Non-formal Learning Experience

  • Ko, Hye-Kyeong
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.170-182
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    • 2019
  • In this paper, we use scratch to design and develop non-formal learning experiences that are linked with contents of secondary science textbook to educational programs. The goal of this paper is to develop a convenient and interesting program for non-formal learning in a learning environment using various smart device. Theoretical approaches to mobile education, such as smartphones, and smart education support policies continue to lead to various research efforts. Although most of the smart education systems developed for students who have difficulty in academic performance are utilized, they are limited to general students. To solve the problem, the learning environment was implanted by combining the scratch, which is an educational programming that can be easily written. The science education program proposed in this paper shows the result of process of programming using ICT device using scratch programming. In the evaluation stage, we were able to display the creations and evaluate each other, so that we could refine them more by sharing the completed ideas.

A Study on Using of Biodiversity Database for Learning of Biodiversity (생물다양성 학습을 위한 생물다양성 DB 활용에 관한 연구)

  • Ahn Bu-Young;Cho Hee-Hyung;Park Jae-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.428-432
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    • 2005
  • This paper has studied the concept and technical factors of e-Learning system to which we intend to apply domestic biodiversity information. This article describes how we analyzed and designed the e-learning system to serve biodiversity information as e-Learning contents. It would be useful for the public and students if this information are organized and provided as e-learning contents especially in our country which has well-established network infrastructure considering the limited land space. It is expected that the establishment of e-Learning system based on this proposed design will help students and public to access and team biodiversity on cyber space.

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Design and Development of e-Learning Multimedia Resource Management System for e-Learning Contents (이러닝 콘텐츠 개발을 위한 멀티미디어 자원관리시스템의 설계 및 개발)

  • Son, Kyung-A
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.73-82
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    • 2007
  • The purpose of the study was to develope e-Learning multimedia resource management system to support developing of e-Learning contents. This system is to create and manage multimedia resources like video, audio, and image more easily. We analyzed and redesigned media asset management system that would be used in broadcast, press, and industry. This system has SCORM metadata and is consisted of Windows 2003 server and RDBMS. The survey was conducted to investigate usability and satisfaction for the developed system.

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A Study on eTextbook Development for Mobile Learning in a University (대학에서의 모바일 러닝을 위한 전자교재 개발 사례 연구)

  • Jung, Hyojung;Chon, Eunhwa;Suh, Eung-Kyo
    • Journal of Information Technology Services
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    • v.14 no.4
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    • pp.237-256
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    • 2015
  • The purpose of this study is to develop the eTextbook and to explore the usability of the eTextbook for accelerating mobile learning in university. This study was primarily based on needs analysis of students, and eTextbook was created based on digital publishing through Adobe DPS. The major design principles of the eTextbook based on previous studies were as follow. First, eTextbook should deliver learning contents in a simple and systematic way. Second, eTextbook should induce student's flows by providing segmented learning contents and various learning resources. Third, eTextbook should expand information accessibility by providing a wide variety of multimedia functions. The development principles of eTextbook have been developed based on cognitive psychology. Location and function of the link or icon used for eTextbook have been developed on the basis of the principles of cognitive psychology. The main development principles were Coherence, Signaling, Redundancy, Segmentation, Multimedia principle, and so on. In order to examine usability of the developed eTextbook, experts' and learners' reactions were evaluated. The primary responses of learners are that the eTextbook increased the learning accessibility and provided various multimedia factors, and thus increased the learning flows in the class.