• Title/Summary/Keyword: Design of learning Contents

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A Study on Design and Implementation of the Ubiquitous Computing Environment-based Dynamic Smart On/Off-line Learner Tracking System

  • Lim, Hyung-Min;Jang, Kun-Won;Kim, Byung-Gi
    • Journal of Information Processing Systems
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    • v.6 no.4
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    • pp.609-620
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    • 2010
  • In order to provide a tailored education for learners within the ubiquitous environment, it is critical to undertake an analysis of the learning activities of learners. For this purpose, SCORM (Sharable Contents Object Reference Model), IMS LD (Instructional Management System Learning Design) and other standards provide learning design support functions, such as, progress checks. However, in order to apply these types of standards, contents packaging is required, and due to the complicated standard dimensions, the facilitation level is lower than the work volume when developing the contents and this requires additional work when revision becomes necessary. In addition, since the learning results are managed by the server there is the problem of the OS being unable to save data when the network is cut off. In this study, a system is realized to manage the actions of learners through the event interception of a web-browser by using event hooking. Through this technique, all HTMLbased contents can be facilitated again without additional work and saving and analysis of learning results are available to improve the problems following the application of standards. Furthermore, the ubiquitous learning environment can be supported by tracking down learning results when the network is cut off.

A Usability Evaluation Study for Improving the Quality of e-Learning Contents User Interface in a Cyber University (사이버대학에서 이러닝콘텐츠 사용자 인터페이스의 질 개선을 위한 사용성 평가연구)

  • Sim, Hwa-Young;Song, Hae-Deok
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.13-23
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    • 2014
  • In the process of development the e-learning course at Cyber University, one important factor to be considered for the effective e-learning contents is the User Interface(UI) of the e-Learning content platform. The User Interface is important because the well-designed UI can help students to perform effectively and easily learning activities. Despite the importance of the usability, few attempts have been carried out to design the e-learning contents UI from the usability perspectives. Thus, the purpose of this study is to explore the usability design elements for the e-learning contents UI. For this purpose, a usability evaluation study on the e-learning contents UI of a cyber university at Seoul was conducted. Implications for the improvement of the current e-Learning contents UI was presented.

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Convergence Learning Program based on Childhood's Sociopsychological Development and Design Thinking

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.176-183
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    • 2020
  • This study inquired about the convergence learning program for childhood based on Erikson's play theory and design education for children's behavior development. I analyzed the convergence learning programs of Summer Camps in the Pacific Science Center, Galileo Learning. The contents of the programs show the most used imaginary and symbolic contents that represent the real-world problems which are related design thinking process. The curriculums and structure of the programs are based on the design thinking method and K-12 theory. The visual thinking method and the applications are used for expressing their creativity and approaching the technical skills easily. The play concept theory is an affirmative way to strengthen the children's psychological and social development. Therefore, the convergence learning program should integrate the design thinking process and apply the play concept theory for supporting and developing the children's behavior.

A Development of $Teaching{\cdot}Learning$ Program Based on Interior Design WBI ($\lceil실내설계\rfloor$ 관련과목 WBI 교수$\cdot$ 학습 프로그램 개발)

  • Ka Joog-Soon
    • Korean Institute of Interior Design Journal
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    • v.14 no.2 s.49
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    • pp.206-216
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    • 2005
  • The purpose of this study is a development of $teaching{\cdot}learning$ program based on interior design WBI. WBI's meaning is Web Based Instruction. There can be several procedures that should be designed at the first step: Analyzing, Designing, Building, Testing, Recycling. These stages are constructed based on the theory of procedure about the computer and the $teaching{\cdot}learning$. Each stage is presented the contents of development, the contents of main, the method advantages and problem solving. These procedures and contents of development are the research method simultaneously with the result. Upon the completion of the system, it should undergo the same process continuously so that it can improve over a period of time, contribute to the interior design of students. In addition continuously repetitive requirements pop up in the phase. And it is necessary for this program try to map out a strategy developing and a policy support from university. It's very important that develop the contents of interior design from professor, students and field professor.

Effect of the e-Learning Instructional Design on Perceived Learning Transfer and Satisfaction (e-Learning 프로그램 교수설계요인이 학습전이 및 만족도에 미치는 영향)

  • Won, Hyo-Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.482-489
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    • 2013
  • The purpose of this study was to identify the relationship of instructional design, perceived learning transfer, and satisfaction. The data were collected using questionnaire from the sample of 239 nursing students. The level of learning transfer was explained by introduction with learning context & providing guidance and initial attention. The level of learning transfer was explained by learning object with motivation, learning goal alignment, accessibility and feedback & adaptation. The level of program satisfaction was explained by introduction with learning context & providing guidance and initial attention. The level of program satisfaction was explained by learning object with motivation, presentation design, interaction availability, feedback & adaptation, learning goal alignment and contents quality. The findings serve as basic data to design e-Learning program to improve learning transfer and satisfaction.

Development of Learning Criteria and Contents Analysis of Clothing Domain in Technology and Home Economics for STEAM Education (융합인재교육(STEAM)을 위한 중학교 기술·가정교과 의생활 영역의 학습준거 개발 및 내용분석)

  • Park, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.145-159
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    • 2016
  • This study developed the learning criteria for Science, Technology, Engineering, Arts & Mathematics to establish the theoretical background of the education pursued by STEAM. The learning criteria was developed on a basis of 6 kinds of Technology Home Economics textbooks by 2009 Amended Curriculum, and the factors of STEAM were extracted according to related contents. From the results of this study, the unit 'Dress and Self-expression' assimilated T.E.A.M with learning related to clothing psychology, consumer behavior, fashion design, and Korean fashion. The unit 'eco-friendly clothing and fixing clothes' was found to assimilate S.T.E.A.M. with learning related to clothes science and dress structure. Accordingly we can understand this unit also consists of the S. T. E. A. M assimilation such as clothes science, fashion marketing, dress structure, dress aesthetics, design and so on. Both units 'dress and self-expression' and 'eco-friendly clothing and fixing clothes' were found to consist of suggesting situations, creative planning and emotional experience following the learning criteria of STEAM. Therefore, these units will be the basic material for developing STEAM programs centering upon 'Home Economics' among the curriculum.

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A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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Learning Process Monitoring of e-Learning for Corporate Education (기업교육을 위한 인터넷 원격훈련 학습과정 모니터링 연구)

  • Kim, Do-Hun;Jung, Hyojung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.8
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    • pp.35-40
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    • 2018
  • Purpose - The purpose of this study is to conduct a monitoring study on the learning process of e-learning contents. This study has two research objectives. First, by conducting monitoring research on the learning process, we aim to explore the implications for content development that reflects future student needs. Second, we want to collect empirical basic data on the estimation of appropriate amount of learning. Research design, data, and methodology - This study is a case study of learner's learning process in e-learning. After completion of the study, an in-depth interview was made after conducting a test to measure the total amount of cognitive load and the level of engagement that occurred during the learning process. The tool used to measure cognitive load is NASA-TLX, a subjective cognitive load measurement method. In the monitoring process, we observe external phenomena such as page movement and mouse movement path, and identify cognitive activities such as Think-Aloud technique. Results - In the total of three research subjects, the two courses showed excess learning time compared to the learning time, and one course showed less learning time than the learning time. This gives the following implications for content development. First, it is necessary to consider the importance of selecting the target and contents level according to the level of the subject. Second, it is necessary to design the learner participation activity that meets the learning goal level and to calculate the appropriate time accordingly. Third, it is necessary to design appropriate learning support strategy according to the learning task. This should be considered in designing lessons. Fourth, it is necessary to revitalize contents design centered on learning activities such as simulation. Conclusions - The implications of the examination system are as follows. First, it can be confirmed that there is difficulty in calculating the amount of learning centered on learning time and securing objective objectivity. Second, it can be seen that there are various variables affecting the actual learning time in addition to the content amount. Third, there is a need for reviewing the system of examination of learning amount centered on 'learning time'.

The Propose System of Learning Contents using the Preference of Learner (학습 선호도에 의한 학습 콘텐츠 제안 시스템)

  • Jeong, Hwa-Young;Lee, Yun-Ho;Hong, Bong-Hwa
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.477-485
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    • 2010
  • Web based learning systems are operating with various and lots of learning contents. But it is hard to construct learning contents to fit learners when they select learning contents for learning. In this paper, we proposed the recommendation method that can support the learning contents as calculate learner's preference using the learning history information of learner's profile when learner design and compose learning course. In the applying result of this method, we've selected testing learner group and was able to know it can help to learner processing learning by themselves as we've got great learning satisfaction after test.

Digital Contents for Learning Computer Science using Unplugged CS

  • Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.37-43
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    • 2019
  • This study focused on the design and development of contents using Unplugged CS method to learn computer science knowledge. With the strengthening of software education, all universities students including elementary and junior high school students are demanding knowledge of computer science centered on the computational thinking. We have developed educational contents using unplugged computing method as a way to effectively learn the concept of computer science. First, we analyze the related research of Unplugged CS theory and investigate the educational method accordingly. And we divided the areas of computer science and selected learning concepts in each area. The contents of learning were divided into basic and intermediate classes considering the level of the learner. The subject of learning contents was selected evenly in the area of computer science and it consisted of 16 basic subjects and 16 intermediate subjects based on concepts that are important in each field. In order to confirm the validity of the Unplugged CS learning topic and the development contents for computer science, we conducted expert reviews and content validity tests. As a result of the validity test, the validity of the learning topic and area selection was found to be more than .92 for the CVI value and the validity of the 32 subject learning contents was over .935 in basic level and .925 in intermediate level for the CVI values. Based on the design contents, we developed digital contents for online learning and put them in the system. We expect that this study will contribute to the understanding of computer science for all, including elementary and junior-high school students as well as students at software - oriented universities, and contribute to the spread of software education.