• Title/Summary/Keyword: E-Learning software

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The Development of the Multimedia Contents for the Fashion Information Analysis (패션 정보 분석 교과목의 원격교육을 위한 이러닝 콘텐츠 개발)

  • Son, Mi-Young
    • The Research Journal of the Costume Culture
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    • v.18 no.1
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    • pp.161-176
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    • 2010
  • This study attempts to develop e-learning contents for the "fashion information analysis," which should be performed in combination of theory and practice in fashion education, in a recent Web-based education environment. The e-learning contents are developed by using the three steps of analysis, design and development. In order to analyze the requirements of curricula, the status and content of fashion information related curricular provided by general universities and cyber universities are analyzed, and then on the basis of this analysis the education objectives and detailed contents of e-learning contents are determined. Design and development of e-learning contents consist of the types, education menus and education form. The types of e-learning contents are developed into an education form combined with tutorial and practice/activity types. The education menus are comprised of syllabic, the profiles of professors and students, announcements, questions and answers regarding respect subjects, materials, and notes. Meanwhile, the education form consists of the following sections: "Before the Learning", "Learning", "Review Questions", "Final Review", "References", and "Practice", "Before the Learning" consists of two parts of a theory lecture that is composed of video clips and Power-Point presentations, and practice that consists of an audio(or video) lecture and illustration or Photoshop software execution window.

Adaptive Hypermedia for eLearning: An Implementation Framework

  • Dutta, Diptendu;Majumdar, Shyamal;Majumdar, Chandan
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.676-684
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    • 2003
  • eLearning can be defined as an approach to teaching and teaming that utilises Internet technologies to communicate and collaborate in an educational context. This includes technology that supplements traditional classroom training with web-based components and learning environments where the educational process is experienced online. The use of hypertext as an educational tool has a very rich history. The advent of the internet and one of its major application, the world wide web (WWW), has given a tremendous boost to the theory and practice of hypermedia systems for educational purposes. However, the web suffers from an inability to satisfy the heterogeneous needs of a large number of users. For example, web-based courses present the same static teaming material to students with widely differing knowledge of the subject. Adaptive hypermedia techniques can be used to improve the adaptability of eLearning. In this paper we report an approach to the design a unified implementation framework suitable for web-based eLearning that accommodates the three main dimensions of hypermedia adaptation: content, navigation, and presentation. The framework externalises the adaptation strategies using XML notation. The separation of the adaptation strategies from the source code of the eLearning software enables a system using the framework to quickly implement a variety of adaptation strategies. This work is a part of our more general ongoing work on the design of a framework for adaptive content delivery. parts of the framework discussed in this paper have been imulemented in a commercial eLearning engine.

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The Effects of Flipped-Learning on Learning Motivation and Class Satisfaction in Software Education (소프트웨어 교육에서 플립 러닝이 학습동기 및 학습만족도에 미치는 영향)

  • Han, Tea-In
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.665-673
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    • 2017
  • This research was performed for learning motivation and learning satisfaction of flipped learning on software education in university class. In order to compare and get the result, this study used 2 groups of experimental group(flipped learning) and comparison group(traditional face to face learning). Consequently an experimental group got more strong learning motivation and learning satisfaction than traditional learning group on software education in non-major class of university. It showed at the same time in factors of learning motivation like concentration, importance of subject, self confidence. and on factors pf learning satisfaction like problem solving, reaction, understanding, interest and relation with lecturer, This study showed that flipped learning method is more effective than face to face traditional learning method for creative or problem solving subject like software education.

Intelligence e-Learning System Supporting Participation of Students based on Face Recognition (학습자 참여를 유도하기 위한 얼굴인식 기반 지능형 e-Learning 시스템)

  • Bae, Kyoung-Yul;Joung, Jin-Oo;Min, Seung-Wook
    • Journal of Intelligence and Information Systems
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    • v.13 no.2
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    • pp.43-53
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    • 2007
  • e-Learning education system as the next educational trend supporting remote and multimedia education. However, the students stay mainly at remote place and it is hard to certificate whether he is really studying now or not. To solve this problem, some solutions were proposed such as instructor's supervision by real time motion picture or message exchanging. Unhappily, as you can see, it needs much cost to establish the motion exchanging system and trampling upon human rights could occasion to reduce the student's will. Accordingly, we propose the new intelligent system based on face recognition to reduce the system cost. The e-Learning system running on the web page can check the student's status by motion image, and the images transfer to the instructor. For this study, 20 students and one instructor takes part in capturing and recognizing the face images. And the result produces the prevention the leave of students from lecture and improvement of attention.

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A Query Processing Method for Hierarchical Structured e-Learning System (계층적으로 구조화된 이러닝 시스템을 위한 질의 처리 기법)

  • Kim, Youn-Hee;Kim, Jee-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.189-201
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    • 2011
  • In this paper, we design an ontology which provides interoperability by integrating typical metadata specifications and defines concepts and semantic relations between concepts that are used to describe metadata for learning objects in university courses. And we organize a hierarchical structured e-Learning system for efficient retrieval of learning objects on many local storages that use different specifications to describe metadata and propose a query processing method based on inferences. The proposed e-Learning system can provide more accurate and satisfactory retrieval service by using the designed ontology because both learning objects that be directly connected to user queries and deduced learning objects that be semantically connected to them are retrieved.

Thematic Analysis for Classifying the E-Learning Challenges and the Suggested Solutions: The Unusual Era of the COVID-19

  • Nazari, Behzad;Hussin, AB Razak Bin Che;Niknejad, Naghmeh
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.79-89
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    • 2021
  • Electronic learning (e-learning) empowers the higher education in providing sustainable instruction during the infrequent circumstance when the wide-spreading disastrous challenge of the COVID-19 results in the closure of various sectors in the society. During this time, e-learning serves the levels of the education sector such as higher education well by delivering and receiving materials from distance with respect to movement restrictions imposed by the government, for example the Movement Control Order (MCO) in Malaysia. In this qualitative survey, the existing e-learning challenges and the recommended solutions to the problems from the senior lecturers' perspectives were collected through an online open-ended questionnaire. A number of five senior lecturers out of eight at the Universiti Teknologi Malaysia (UTM) answered the questionnaire. The UTM has been capable of providing e-learning courses for all of its lecturers and students during the closure of higher education institutions owing to the pernicious health conditions stemmed from the crisis of the COVID-19. The major existing challenges found in the e-learning program at the UTM and the suggested solutions to address them are listed and the main themes are illustrated in the word cloud format using the NVivo software. In the end, the conclusion is paragraphed and the future work is proposed. Overall, the purpose of this study is to address the e-learning challenges and to prepare a list of recommendations that can serve as solutions from the standpoint of the UTM senior lecturers during the MCO in Malaysia.

The Design and development of online learning modules for the broadcasting content-based e-PBL (방송콘텐츠 기반 e-PBL을 위한 온라인 학습모듈 설계 및 개발)

  • Jung, Joon-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.1
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    • pp.105-115
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    • 2012
  • This study paid attention to the possibility of broadcasting contents as a learning resource, which promoted the knowledge composition and the process of creation from the software having enriched contents not a delivering tool for the information in one direction. and tried to implement it thru e-PBL, which is one of teaching-learning models in e-learning. In order to implement the possibility of broadcasting contents in the e-PBL enviroment as a learning resource, the study focused on the design and development of e-PBL based on the broadcasting contents and found out the educational possibility for the broadcasting contents as the learning resource in e-PBL enviroment. This study focused on the design of learning module and development process which integrated strategic plans to maximize the utilization of broadcasting contents including development of online learning community. Also, This is verified by applying the learning module was to prove a differentiation.

Multiple Reward Reinforcement learning control of a mobile robot in home network environment

  • Kang, Dong-Oh;Lee, Jeun-Woo
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1300-1304
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    • 2003
  • The following paper deals with a control problem of a mobile robot in home network environment. The home network causes the mobile robot to communicate with sensors to get the sensor measurements and to be adapted to the environment changes. To get the improved performance of control of a mobile robot in spite of the change in home network environment, we use the fuzzy inference system with multiple reward reinforcement learning. The multiple reward reinforcement learning enables the mobile robot to consider the multiple control objectives and adapt itself to the change in home network environment. Multiple reward fuzzy Q-learning method is proposed for the multiple reward reinforcement learning. Multiple Q-values are considered and max-min optimization is applied to get the improved fuzzy rule. To show the effectiveness of the proposed method, some simulation results are given, which are performed in home network environment, i.e., LAN, wireless LAN, etc.

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(e-commerce Agents using Reinforcement Learning) (강화 학습을 이용한 전자 상거래 에이전트)

  • 윤지현;김일곤
    • Journal of KIISE:Software and Applications
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    • v.30 no.5_6
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    • pp.579-586
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    • 2003
  • Agents are well fitted to e-commerce applicable area because they pursuit an autonomy and interact with dynamic environment. In this paper we propose an e-commerce agents using reinforcement learning. We modify a reinforcement teaming algorithm for agents to have an intelligent feature and to make a transaction as practical business body in behalf of a person. To show the validity of this approach, we classify agents into buying agents and soiling agents, give characters of level according to the degree of learning and communication. Finally we implement an e-commerce framework and show the result. In this paper we show a design of e-commerce agents which is based on the proposed learning algorithm and present that the agents have enough possibility of doing a transaction in practical e-commerce.

Development of Learning Model for Knowledge Management in Construction Area (건설분야의 지식관리 적용을 위한 학습모델 개발)

  • Jung In-Su;Kim Byung-Kon;Na Hei-Suk
    • Korean Journal of Construction Engineering and Management
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    • v.3 no.1 s.9
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    • pp.65-73
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    • 2002
  • By its nature, software part of the construction industry such as engineering and so forth has been kept secret to outside, as it determines a company$^{\circ}{\phi}s$ competitiveness. As a result, construction field knowledge usually disappears with the end of a project. The objective of this study is to develop the knowledge management (BM) learning model tuned in to construction area in order to manage project-related knowledge and promote the knowledge management. This study presented a learning model for knowledge management in the construction field, with the aim to integrate a series of processes. The model is composed of EIP, EDMS, knowledge and failure cases management, CoP and e-Learning.