• Title/Summary/Keyword: E-Learning 교육효과

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A Study of e-learning system Model for activating Construction Management education (건설사업관리(CM)교육 활성화를 위한 e-learning 적용모델 연구)

  • Lee, Tai-Sik;Park, Kyoung-Soon;Kang, Ji-Hoon
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2006.11a
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    • pp.554-558
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    • 2006
  • Construction Industry has become bigger, sophistication and specialization. At the same time, the concerns of Construction Management for achieving the goal of quality, cost & air are getting higher. Therefore it is demanded technology to conduct the CM works continuously in the Industrial world and be in process of education to train specialists. Studies are also been doing for it. But infrastructure circumstances are insufficiency comparing with the interests of construction industry. It is needed the scheme of education system to improve the above mentioned problem and to raise education quality standards. Consequently, the study is for E-learning education system. Because this system can help to save cost and to overcome the limits of time and spaces for existing off-line education. The study will present e-learning system architecture model to activate Construction Management education considering the distinctive features of CM.

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The analysis of learning effect in the field of music appreciation using pulse change (맥박변화를 이용한 음악 감상 학습 효과의 분석)

  • Yun, Deok-Un;Lee, Man-Woo;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.792-795
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    • 2006
  • In this paper, we examined the influence for a new learning method using on-line e-learning education model in the field of music appreciation. We applied this loaming method to the field of motive induction, the expectation of learning effect and the increase learning will through mesuring the student's pulse change in the learning class. We analysed the influence of interesting rate and emotional stability in the field of music appreciation.

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AREL(AR based E-Learning) for PBE(Practice-Based Education) Framework Design in the Field of Art and Design Major (미술·디자인계열 전공 실습교육을 위한 증강현실기반 이러닝(AREL: AR based e-Learning) 프레임워크 디자인)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.43
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    • pp.363-386
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    • 2016
  • This research is to design basic framework for developing teaching and learning method in the field of art and design major in university. Especially taking off from oneway e-learning teaching method, it is focused on increasing reality of student learning situation with applying AR contents process to augment virtual condition on reality condition. The processing of framework design and developing teaching and learning method are about practice education based on AR for model experiment research which was published "The E-Learning for Practice Training Using Augmented Reality in the College Education". This thesis is supposed to be a precedent study of the pre-published, and the purpose of those two studies were for experiment test in earnest in studying effect research. The classification of learning method divided basically as Face-to-Face Learning(FFL), Blended Learning(BL), fully E-Learning(EL), and Augmented Reality based E-Learning(AREL). This research compares and analyzes each frame of FFL, BL, and EL. And then, designed framework lead to the over-all conclusion with the type of AREL. Additionally, AREL for PBE suggests the ways of advanced teaching learning.

Research for the Chatting Service to Effectiveness of e-Learning in a Cyber University (사이버대학에 있어서 채팅서비스의 이러닝 학습효과에 대한 탐색)

  • Lee, Min Jung;Lim, Hyo Yeon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.73-74
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    • 2018
  • 최근 사이버대학들은 치열한 입시경쟁을 겪고 있다. 이에 학교들은 교육질 개선을 위하여 다양한 노력을 하고 있다. S 사이버대학의 경우 최초로 전과목별로 실시간 채팅서비스를 제공하여 동영상 강의와 게시판의 한계를 극복하고자 하고 있다. 본 연구에서는 이러닝 교육의 학습효과를 종속변수로 설정하고, 학습내용, 교수설계요인과 채팅서비스를 독립변수로 투입하여, 다중회귀분석을 기법을 통해 분석하였다. 분석결과 학습내용, 교수설계요인, 채팅서비스 모두는 학습효과에 영향을 미치는 것으로 나타났다. 본 연구에서는 전교과목에 적용한 채팅서비스는 온라인 교육 효과를 높일 수 있는 방안임을 확인하였고, 효과적인 채팅 서비스의 활용방안을 제시하고자 한다.

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Development of 4E&E Learning Cycle Model using Learning Motivation for School Science (과학 교과에서 학습 동기 전략을 활용한 4E&E 순환학습모형의 개발)

  • Ha, Tae-Kyoung;Shim, Kew-Cheol;Kim, Hyun-Sup;Park, Young-Chul
    • Journal of The Korean Association For Science Education
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    • v.28 no.6
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    • pp.527-545
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    • 2008
  • This paper suggested a 4E&E Learning Cycle Model using learning motivation for students in science education. The model has been developed on the basis of motivational and instructional design. The 4E&E Learning Cycle Model has four phases such as engage, explore, explain and expand, and two subsidiary phases such as evaluate, and feedback provided with at each phase. The model has gone a process of instruction with learning effects evaluation and providing feedback in science classroom, which facilitate to increase the effectiveness of learning activities. Especially, the 4E&E Learning Cycle Model using motivational learning strategies makes the learners be attractive to and immersed in instruction. This model has potentials in educating students in science education.

A Case Study on Utilization of e-learning Contents for Engineering Education (공학교육을 위한 이러닝 컨텐츠의 활용에 관한 사례 연구)

  • Park, Hyung-Kun
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.133-137
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    • 2017
  • In this paper, we present the results of the study on the development of electric circuit e-learning content as one of the required courses in electrical and electronics engineering. Theoretical learning of electric circuit e-learning contents is based on multimedia type and the practice part is based on moving picture. The e-learning contents were used for a blended learning in actual offline class. We investigated the learning effect of each component of e-learning contents and investigated and analyzed the type of e-learning contents suitable for class of electric circuit. In addition, we investigated and analyzed effective ways to utilize e-Learning content for offline teaching. In this paper, we show how to construct effective contents, length types and utilization methods in engineering education through the case study on the e-learning content.

The Effect of Blended Learning on Learning Achievement of Computer Education in High School (블렌디드 학습이 고등학교 전산교육의 학업성취도에 미치는 효과)

  • Seo, In-Soon;Seo, Jeong-Man;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.115-122
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    • 2007
  • The aim of this study is to identify the effect that the blended learning has on the learning achievement of computer education in high school. To get the goal, 136 students were allocated into the experiment group(68 students) with the blended class and the control group(68 students) with the traditional face-to-face class. After identifying the homogeneity of two groups in learning achievement by analyzing the pre-test, the experiment was performed. The result of this research is as follows. Significant difference was found in the learning achievement of post-test between the experiment group and the control group (t=-3.16, p=.0019). This result underlies the potential of blended learning in computer education. It will be important for designing the class for computer education in high school.

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e-learning 컨텐츠 품질이 사용자 만족에 미치는 영향

  • Park, Seong-Taek;Lee, Seung-Jun;Kim, Yeong-Gi
    • 한국디지털정책학회:학술대회논문집
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    • 2006.12a
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    • pp.421-431
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    • 2006
  • 지식정보사회의 핵심 키워드인 e-learning은 많은 발전을 하고 있다. e-learning은 오프라인 교육에 비해 시간과 공간의 제약을 받지 아니하고, 비용이 저렴하며 반복 학습과 개인화된 서비스가 가능하다는 장점이 있는 반면에 아직도 파급 효과는 크지 못한 실정이다. 또한 국가적인 차원에서 많은 지원을 하고 있고 시장의 급속한 성장과 확산에 비해, 중${\cdot}$고생들을 대상으로 하는 e-learning사이트의 컨텐츠 품질에 대한 연구는 미비한 실정이다. 이에 본 연구에서는 중${\cdot}$고생 시절에e-learning의 경험이 있는 대학생들을 중심으로 실증연구를 수행하였다.

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Efficient Assessment and Recommendations System using IRT and Data Mining (IRT와 데이터 마이닝을 이용한 효과적인 평가 및 추천시스템)

  • Kim Cheon-Shik;Jung Myung-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.109-117
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    • 2006
  • E-learning method has many advantages that supplement the shortfalls of offline education. For this reason, today's offline educational institutions adopted the online education technique to improve learning effectiveness. Recently, general universities have partially adopted online learning. As a result, a study is searching for ways to improve the effectiveness of education by copying the merits of the existing offline education onto the online education. Thus a proper evaluation of learners and a feedback provision are considered necessary to improve the effectiveness of online learning. This study aims to suggest a model that will improve learning efficiency by adapting the advantages of offline education to online learning. To evaluate properly, this study conducted Item Response Test to examine the learners and finally ensure them an adequate level of education. Also, this study suggested a way to enhance learning efficiency by finding out each learner's study habits and to address the weaknesses of online learning. It is expected that the suggested method would be helpful in bettering learner's ability to study in school environment.

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E-Learning Strategies Affecting the levels of Participation, Achievement and Satisfaction in the University Blended Learning Environment (대학교 혼합학습(Blended Learning) 환경에서 학습참여도, 학업성취도, 학습만족도에 영향을 미치는 e-러닝 학습전략)

  • Kim, Mi-Young
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.93-102
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    • 2007
  • The present study is to investigate the elements of e-learning strategies affecting the levels of participation, achievement and satisfaction for learners who participated in the university blended learning environment. For this, 58 subjects were recruited who participated in the blended learning class at K university. E-learning strategies, achievement and satisfaction levels were measured for data collection, and the level of participation was measured by analyzing the LMS log-in database. For data analysis, first, means and standard deviation were computed to find the level of e-learning strategies of the subjects. Second, linear regression analysis was conducted to find the e-learning strategies that could estimate the levels of achievement, participation and satisfaction. As a result, variables to estimate the achievement level included time management strategy and overload management strategy. Variables to estimate the participation level included self-directed strategy, time management strategy and overload management strategy. Finally, variables to estimate the satisfaction level included multiple discussion management strategy, asynchronous management strategy and sociality. Based on these estimated variables, the author suggested some ideas to increase the educational effectiveness.

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