• 제목/요약/키워드: E-Model

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Measuring Acceptance Levels of Webcast-Based E-Learning to Improve Remote Learning Quality Using Technology Acceptance Model

  • Satmintareja;Wahyul Amien Syafei;Aton Yulianto
    • Journal of information and communication convergence engineering
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    • 제22권1호
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    • pp.23-32
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    • 2024
  • This study aims to improve the quality of distance learning by developing webcast-based e-learning media and integrating it into an e-learning platform for functional job training purposes at the National Research and Innovation Agency, Indonesia. This study uses a Technology Acceptance Model (TAM) to assess and predict user perceptions of information systems using webcast platforms as an alternative to conventional applications. The research method was an online survey using Google Forms. Data collected from 136 respondents involved in practical job training were analyzed using structural equation modeling to test the technology acceptance model. The results showed that the proposed model effectively explained the variables associated with the adoption of web-based e-learning during the COVID-19 pandemic in Indonesia for participants engaged in functional job training. These findings suggest that users' perceptions of ease of use, usefulness, benefits, attitudes, intentions, and webcast usage significantly contribute to the acceptance and use of a more effective and efficient webcast-based e-learning platform.

대학 e-Learning의 교수학습모형 개발 (The Development to Teaching-Learning Model of the e-Learning in Universities)

  • 박성두
    • 한국산학기술학회논문지
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    • 제9권2호
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    • pp.529-534
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    • 2008
  • 본 연구에서는 e-러닝에 대한 교수들의 의식조사를 수행하여 문제점을 파악하고 e-러닝의 교수학습모형 개발에 대한 결과로써 대학의 교양과정, 산학연계가 필요한 분야, 평생교육분야 등에 있어서 학습자가 e-러닝 강좌를 필요에 따라 선별적으로 선택하여 학습할 수 있는 모듈형 수업체제를 개발하여 새로운 대학교육의 모델을 제시하여야 하고, e-러닝 활성화를 위하여 면대면 수업과 온라인 수업의 장점이 적절히 결합된 혼합형 강좌의 개발이 필요하며, 혼합형 e-러닝의 강좌 유형은 1단계로 4주 정도로 운영하는 것이 적당하다는 결론을 얻었다.

The development model of PT Visionet Internasional (OVO) in Indonesia

  • Yuhang Xia;Yuming Liu;Myeongcheol Choi;Chuijie Meng;Haanearl Kim
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.125-131
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    • 2023
  • OVO is a digital platform that provides simple payments and smart financial services, as well as one of the largest digital payment platforms in Indonesia. It has wide coverage and security when making payments, and supports multiple settlement currencies. The purpose of this study is to explore the history, business model, and future strategic direction of OVO, an Indonesian e-wallet. To date, OVO has built its own mobile payment ecosystem covering a wide range of consumer scenarios including e-commerce, travel, offline shopping and finance. And it supports mobile banking, online banking, debit cards or selected partner merchants. Its three largest transaction categories are in the transportation, retail and e-commerce sectors. With over 110 million consumers and 1.3 million merchant users, it is one of the dominant e-wallets in Indonesian market and has become the country's e-payment market leader. OVO eWallet's 'One Card' model offers convenience and choice for users, thus contributing to the rapid growth of OVO eWallet. And OVO eWallet competes fiercely with other competitors, but OVO eWallet continues to grow in terms of the number of users and market share. Finally, this study analyzes the strategic goals and plans of OVO eWallet, predicts its future direction. OVO eWallet has a huge success, but there are still competition and challenges to face.

웹 3.0에서의 메타버스 플랫폼 발전 방향에 대한 연구: P2E, C2E 모델을 중심으로 (A Study on the Development of Game Platform in Web 3.0: Focused on P2E, C2E Models)

  • 문효원;임선빈;양희동
    • 한국IT서비스학회지
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    • 제22권1호
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    • pp.75-93
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    • 2023
  • The game industry has grown not only by combining them with various technologies also introducing new types of business models such as P2P, F2P, and P2W. Furthermore, games which implemented X2E model with blockchain technology are recently in the spotlight of the public attention. As domestic game companies have also prospect the blockchain games feasible, they are seeking ways to expand their global market share by strengthening the X2E model. Hence, by carrying this new business model out, it is expected to diversify their global revenue stream, which was previously confined to Asia region. This study analyzed the case of companies that have implemented the P2E and C2E models in order to suggest the direction of development for the game platform in Web 3.0 era. The cases of P2E game platform, which constitute of Axie Infinity and Mir 4, encompass the compensation structure, the stabilization mechanism of the in-game token economy, and future strategies regarding blockchain gaming. Likewise, the platform structure, business model, and future growth potential was discussed in terms of C2E scheme, focusing on the ZEPETO and Roblox cases. Based on the above case analysis, this study attempted to provide information on the current limitations and development directions of the P2E and C2E platforms. The current limitations in legal and industrial aspects should be addressed to facilitate the blooming of blockchain and P2E game industry. In addition, the necessity of not only social support also improvement on the technology and social stigma of full-time creators is ought to be emphasized in an effort to encourage the development of C2E platforms.

비선형 시스템규명; 신경회로망과 기존방법의 비교 (Nonlinear System Identification; Comparison of the Traditional and the Neural Networks Approaches)

  • 정길도
    • 한국정밀공학회지
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    • 제12권5호
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    • pp.157-165
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    • 1995
  • In this paper the comparison between the neural networks and traditional approaches as nonlinear system identification methods are considered. Two model structures of neural networks are the state space model and the input output model neural networks. The traditional methods are the AutoRegressive eXogeneous Input model and the Nonlinear AutoRegressive eXogeneous Input model. Computer simulation for an analytic dynamic model of a single input single output nonlinear system has been done for all the chosen models. Model validation for the obtained models also has been done with testing inputs of the sinusoidal, ramp and the noise ramp.

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성공적인 이러닝 모델 구축을 위한 연구 (A Research for Building the Successful e-learning Model)

  • 한경일
    • 디지털융복합연구
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    • 제5권2호
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    • pp.15-24
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    • 2007
  • This article is for building the successful e-learning model. In order to achieve th purpose of this article, it is described as follows. First, the changing educational environment due to Web technology was analyzed; And some Web-based teaching models for desirable performance and how to select the right software were suggested under the given circumstance. Finally, requirements for successful e-learning were described.

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쌍끌이 중층트롤어법의 연구 ( 2 ) - 모형어구의 깊이에 관하여 - ( A Study on the Pair Midwater Trawling ( 2 ) - Working Depth of the Model Net - )

  • 이병기
    • 수산해양기술연구
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    • 제31권1호
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    • pp.45-53
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    • 1995
  • Working depth of the model net was determined by using of the same experimental tank and the same model net that used in the forwarded report in a series studies. The depth of the net which indicates the depth of the head rope from the water surface, was determined by the photographs taken in front of the net mouth with the combination of towing velocity, warp length and distance between paired boats. The results obtained can be summarized as follows: 1. Working depth of model nets A and B was varied in the range of 0.09~1.66$m$,and 0.04~1.34$m$(which can be converted into 2.7~40.2$m$and 1.2~49.8$m$in the full-scale net) respectively, and the depth of model net A was slightly deeper than the depth of the model net B. 2. Working depth ($D$,which is appendixed m for the model net, f for the full-scale net, A and B for the types of the model nets) can be expressed as the function of towing velocity$V_t$, as in the model net($V_t$=$m$/$sec$) $D_{mA}$=(-1.99+0.65$L_w$) $e^{-1.72V_t}$ $D_{mA]$=(-1.91+1.04 $L_w$) $e^{2.88V_t}$ in the full-scale net($V_t$=$k$'$t$ $D_{fA}$=(-29.32+0.65$L_w$)$e^{0.40 V_t}$ $D_{fB}$=(-57.60+1.04$L_w$)$e^{-0.67 V_t}$ 3. Working depth 9$D$ appendixes are as same as the former) can be expressed as the function of warp length$L_w$) in the model net, and can be converted into full-scale net as in the model net ($V_t$=$m$/$sec$) $D_{mA}$=-0.99 $e^{-1.42V_t}$+0.67$e^{-1359V_t}$$L_w$ $D_{mB}$=-.258$e^{-3.77V_t}$+1.16$e^{-3.15V_t$ $L^w$, in the full-scale net($V_t$=k't) $D_{fA}$=-29.28$e^{-0.32V_t}$+0.67$e^{-0.37V_t$$L_w$ $D_{fB}$=-69.10$e^{-0.81V_t}$+1.16$e^{-0.72V_t}$$L_w$. 4. Working depth was gradually shallowed according to the increase of the distance between paired boats.

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A Conceptual Framework for Determination of Appropriate Business Model in e-Learning Industry in Iran

  • Salehinejad, Abbas;Samizadeh, Reza
    • Asian Journal of Business Environment
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    • 제7권4호
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    • pp.17-25
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    • 2017
  • Purpose - The purpose of this study is to present a framework for determining the most appropriate business model for e-learning. Research design, data, and methodology - The Electronics Branch of Azad University has been elected as a case study in this research. This study conducted using a descriptive method. The information was obtained using interviews with experts including managers, faculty and students at the Electronics Branch of Azad University. Results - Three service-product system (product oriented system, use an oriented and result oriented system) approaches determined a framework for the formation of a portfolio. This portfolio is including three types of e-learning business models. Examining the relevant characteristics, correspondence of behaviorism learning theory with a product-oriented approach, correspondence of cognitivism theory with a user-oriented approach and in finally match correspondence of constructivist learning theory with a results-oriented approach which is evident. Conclusions - After reviewing the literature on the fields of e-learning, business model and product - service systems, we have achieved three types of e-learning business models. Then the variables in any of the business models were defined by using business model canvas tool and thus a portfolio consisting of three types of e-learning business model canvas was obtained.

온라인 해외직구가 중국무역에 미치는 영향에 관한 실증연구 (An Empirical Study on China's International Trade by Cross-Border e-Commerce)

  • 소결;김철호
    • 무역학회지
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    • 제46권6호
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    • pp.211-224
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    • 2021
  • Based on the perspective of international trade and cross-border e-commerce development, this paper explores the impact of cross-border e-commerce on international trade. This paper first describes the current situation of China's cross-border e-commerce and proposes a theoretical model of the influence of China's cross-border e-commerce on its international trade based on the research and summary of a large number of relevant documents. This paper establishes an extended gravity model based on the proposed theoretical model. Relevant data of 13 trading partner countries were used as sample data, and OLS regression analysis and heterogeneity analysis were conducted on gravity model by using Eviews 11.0. Then, in order to study the influence of each variable on import and export trade volume, import and export trade volume were respectively taken as explained variables and further studied by OLS regression analysis. To test the robustness of the model, the empirical analysis results show that cross-border e-commerce does promote the volume of China's international trade.

e-CRM에 기반한 온라인 커뮤니티 사이트 활성화 모형: 방송사 사례를 중심으로 (Promotion Model for Online Community Site based on the e-CRM: Focusing on the Case of Broadcasting)

  • 김창수;조은석
    • 경영정보학연구
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    • 제6권2호
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    • pp.243-268
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    • 2004
  • 현재 e-CRM은 다양한 유형의 e-비즈니스에서 활용되고 있다. 이 가운데 본 연구에서는 지금까지 비교적 e-비즈니스 연구에 있어 사각지대에 놓여 있던 방송사의 온라인 커뮤니티 사이트를 활성화하기 위한 e-CRM을 연구함에 있어 성공적이면서 지속 가능한 커뮤니티를 특징짓는 요건들을 중심으로 각 방송사 사이트들을 분석하고 활성화 모형을 제시하고자 하였다. 방송사들에 대한 온라인 커뮤니티 사례를 분석한 결과 방송사들의 인터넷 사이트는 컨텐츠, 커뮤니티, 커머스의 순으로 발전하고 있음을 알 수 있었다. 이러한 사례분석에 근거하여 고객관계관리 활성화 모형을 고객유치, 고객유지, 고객강화, 고객활성화의 네 단계로 구분하여 주요한 이슈들을 제시하였다. 본 연구에서 제안한 고객관계관리 활성화 모형은 향후 후속연구를 위한 이론적 기반과 실무적 시사점을 제공하기를 기대한다.