• Title/Summary/Keyword: E-learning environment

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Compiler technology training through a virtual e-learning content programming language (가상 컴파일러 기술을 통한 실습 형 프로그래밍언어 e-learning 콘텐츠)

  • Lee, Ho-Jin;Kang, Hee-Su;Youn, Jun-Su;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.867-870
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    • 2014
  • Currently a number of universities and other educational institutions in the e-learning education system being implemented. Also that there is a demand. However, existing e-learning system has many problems. First, the theory of how the university -centered education and training institutions to adopt e-learning system has become the biggest obstacle. In addition, students can not engage the problem of a one-way lecture. In this paper, the theory -oriented and practice to overcome the one-way river systems programming language will develop e-learning content. Using socket communication and multi-threaded server-side Web browser on the client side through the compiler without installing a separate application installation and environmental learning environment can be unrestricted. Hands- content programming language allows the learner to direct the client-side source code in a web browser by entering the lecture is leading the way. For learners to enter the source code compiled to run on the server side, the compiler provides the learner results. Hands- because the future e-learning content development in e-learning systems will be a major contribution to.

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OMR Sheet Recognition Algorithm Using QR code Recognition and Perspective Transform (QR 코드 인식 및 투영 변환을 이용한 OMR 인식 알고리즘)

  • Heo, Sang Hyung;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.21 no.4
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    • pp.464-470
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    • 2018
  • With the introduction of the e-learning since 2000, the place of the education has not been limited to off-line, but the range of it has become broader in online. The e-learning market has evolved steadily over time. With the advent of the term "Edu-tech", which means a combination of education and technology, various IT technologies have incorporated education. Particularly, the Korean education market collects patterns by computerizing the learning history in classes taught according to curriculums. Because of that environment, various personalized learning services have been developed which maximize the effect of the learning. These services have qualitative differences depending on how many data is accumulated and algorithms are developed for the precise analysis. The purpose of this study is to recognize and data-ize OMR marking by the most suitable method to convert analog data into digital data without harming the Korean education system.

The Influence of On-Off Line Blended Learning in Emphasizing the Interaction Between Teacher and Students on the Perception about Learning Environment and Science-Related Attitude (교사와 학생의 상호작용이 강조된 온-오프라인 혼합형 학습이 학습 환경에 대한 인식과 과학 관련 태도에 미치는 영향)

  • Hwang, Yohan;Kim, Jinsook;Lee, Mu Sang
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.27-35
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    • 2015
  • General education is changed by accepting the change in education environment to digital generation, emphasis about student-centered education, and change of teacher's role. E-learning has taken center stage as an effective learning environment but the problems are drawn for the absence of interaction that is important in learning. In this study, on the basis of questionnaire results about learning using website, we operated blended-learning where students come and go in cyberspace and physical space to set up the lesson environment for emphasizing interaction. We selected a control group (N=40) and an experimental group (N=40) from second grade students in a middle school for this research. General instructor-led lessons were implemented in the control group and blended-learning lessons to emphasize interaction between teacher and students were implemented in the experimental group. The experiments were applied to eight class-hours in 'characteristics of matter' unit. We implemented Test of Science Related Attitude (TOSRA) to the students before and after the lessons and administered questionnaire for checking attitude changes and perception in students. The results of the test show that the experimental group students were more encouraged and became more confident and curious about scientific learning than the control group students. The analysis of the interview and results of TOSRA show that blended-learning provided guidance and feedback by the teacher to the experimental group students more than the control group students. Blended-learning is suggested as a learning-method that is helpful in improving scientific attitude in students because it enables them to express their experiences without limit of time-space and promote interaction between teacher and students.

The Effects of Learning Transfer on Perceived Usefulness and Perceived Ease of Use in Enterprise e-Learning - Focused on Mediating Effects of Self-Efficacy and Work Environment - (지각된 유용성과 사용용이성이 기업 이러닝 교육의 학습전이에 미치는 영향에 관한 연구 -자기효능감과 업무환경의 매개효과를 중심으로-)

  • Park, Dae-Bum;Gu, Ja-Won
    • Management & Information Systems Review
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    • v.37 no.3
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    • pp.1-25
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    • 2018
  • This research performed the empirical test for the effects of learning transfer on perceived usefulness, perceived ease of use, self-efficacy and work environment using 390 employees who have experienced e-learning in domestic and foreign companies. Analyzed the mediating effects of self-efficacy and work environment in addition to direct effect of each factor on learning transfer. The results showed that perceived usefulness and perceived ease-of-use of e-learning learner had a positive(+) effect on self-efficacy and a positive influence on supervisor and peer support and organizational climate. Self-efficacy showed a positive effect on learning transfer, and supervisor support, peer support and organizational climate had a positive influence on learning transfer as well. Perceived usefulness also had a positive effect on learning transfer. However, perceived ease-of-use had no significant effect on learning transfer. As a result of the mediating effect analysis, self-efficacy and work environment were analyzed to have mediating effects between perceived usefulness, perceived ease of use, and learning transfer. The implications of this study are as follows. First, this study designed a new research model that reflects factors influencing the effect of learning transfer on acceptance of e-learning that is common in corporate education. It has derived a research model of perceived usefulness and perceived ease-of-use, which were used as mediating variables for external characteristics factors, as independent variables, using self-efficacy and work environment as mediating variables, which were studied as external factors. Second, most of the studies on technology acceptance model and learning transfer are conducted in a single country. The reliability was enhanced by testing the study models using different samples from 26 countries. Third, perceived usefulness and ease-of-use in existing studies have been considered as key determinants of acceptance intention and learning transfer. This study explored the mediating effects of learner and environmental factors on the accepted information technology and strengthened and supplemented the path of learning transfer of perceived usefulness and ease-of-use. In addition, based on the sample analysis of various countries used in this study, it is expected that future international comparative studies will be possible.

A Study on the Application of the LMS and LCMS Based E-Learning in the Cloud Computing Environment (클라우드 컴퓨팅 환경에서LMS와 LCMS기반의 이러닝 적용 방안)

  • Jeong, Hwa-Young;Kim, Eun-Won;Hong, Bong-Hwa
    • 전자공학회논문지 IE
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    • v.47 no.1
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    • pp.56-60
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    • 2010
  • The widespread development of IT, growth of Web 2.0 application, the proliferation of personal hand held devices with access to the internet, and the availability of wireless networks, each have played an important role in creating the cloud computing model. Cloud computing is a business model and new trend of web application technology. The term is often used in the same context as grid computing or utility computing. In the cloud computing environment, we are able to use the same all of hardware resources in the server and share information easily. In this paper, we aimed a study to apply e-learning part to cloud computing environment. For this purpose, we proposed an application of LMS and LCMS based e-learning in the cloud computing environment. So LMS including LCMS connected to data center of cloud computing.

(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.

A Study of Developing and Applying of Learner-leading e-Learning Contents Model for Vacational High school (전문계고 교수-학습 효과성 제고를 위한 학습자 주도형 e-Learning 콘텐츠 모델 개발 및 적용 연구 - 「공업입문」 교과목을 중심으로 -)

  • Kim, Sun-Tae
    • 대한공업교육학회지
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    • v.33 no.1
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    • pp.44-66
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    • 2008
  • As the way to intensify vocational education, the places to learn and work merge into one educational system and teaching-learning methods that were pointed at lecturer level are adjusted to learners level. However, the current education environment of vocational highschool doesn't keep up with a new teaching and learning paradigm due to the lack of government-level support and the lecturer level education as well. In this paper, we present a novel learner-leading e-Learning teaching & learning contents framework that intensifying self leading education. In this framework, we concern the ability of self leading, space perception and lesson preparation, preferences of multimedia, scholastic aptitude level and achievement level of students in vocational highschool. Moreover, with following the protocol of the suggested model, we generate a new e-learning contents applying to the subject "Introduction to industry". Especially, to perform better quality of contents, we have survey the whole content of the subject and assorted part of it that would work best with learner-leading e-Learning teaching and learning contents. As we tentatively apply e-learning contents to students in vocational highschool, 79% of them replied that contents brought advantages to get school accomplishment, whereas 19% of students answered in negative that contents wasn't helpful than we've expected. Therefore, the statistical results probe that the e-learning contents we proposed show positive effect, and we analyzed the reasons that deteriorate the effects of contents as shortage of budget and copyright limitation.

A Hierarchical Method for Systematic Management and Application of e-Portfolio. (e-포트폴리오의 체계적인 관리와 활용을 위한 계층적 기법)

  • Lee, Hye-Jin;Park, Chan;Jang, Yeonghui;Jung, Ji-Sung;Seoung, Dong-Ook;Yoo, Jae-Soo;Yoo, Kwan-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.88-93
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    • 2009
  • e-Portfolio in e-Learning environment is defined as the results which either teachers or learners systematically manage global contents related to their teaching and learning, respectively. When the e-Portfolio is applied to their work including teaching and learning, it is very useful for both teachers and learners to prepare their teaching plan, and to get the opportunity of their reflection by checking out their learning output, respectively. To generate e-Portfolios, there are two ways; one for collecting it directly from teachers and learners and another for collecting it automatically as a result of learning activities through e-learning system. In this paper, for efficient management of e-Portfolio, the data is layered, classified, restructured, and provided for users' purposes and various situations. Users can construct their own e-Portfolios by adding their own logic with their purposes in different situations.

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A Study on Application for e-Learning Based on the Semantic Web Ontology (시맨틱 웹 기반 온톨로지 상에서의 e-Learning 적용에 관한 연구)

  • Shin, Chang-ha;Park, Jong-hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.993-996
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    • 2009
  • The object of this study is to make leaners have studying environment to study adaptively, any where, any one, any time, and just in time. So, it helps leaners find solutions to questions and problems which they can face in the process of learning. This study tried to find a solution to possibility of ontologied electronic circuit, after consideration of the Semantic web and ontology theory through studying of Sundry records. As the result, I established the ontology frame about the electronic circuit, and I studied on application for e-learning based on the Semantic web ontology.

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The effects of affective feedbacks according to the learner's emotions in e-Iearning (이러닝 학습자의 감정 상태에 따른 감성 피드백의 효과)

  • Lee, Seung-Mi;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.125-133
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    • 2007
  • Many researches have tried to introduce affective computing for Human-Computer Interaction (HCI). In the affective aspect, emotional memories significantly affect on people's cognitive processing activities. In this paper, to observe the effect of affective feedback for emotional state of learners in an e-learning environment, selected emotional feedback messages and delivery method are integrated into an e-learning system. Self reporting button for recognizing learner's emotional state are used for detecting learner's emotional states and the test results show that providing affective feedback to learner has positive effects in e-learning environment in terms of learner's academic achievements.

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