• Title/Summary/Keyword: E-learning environment

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The Relationship between Teaching Presence and Self-Directed Learning Readiness in e-Learning Environment

  • ZHANG, Wen;PARK, Innwoo
    • Educational Technology International
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    • v.11 no.1
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    • pp.119-143
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    • 2010
  • This study was conducted to find out the relationship between teaching presence and self-directed learning readiness in e-learning environment. 219 cyber university students finished the web-formatted questionnaires. The Self-Directed Learning Readiness Scale-Adult Based Education instrument and Teaching Presence Scale instrument were used. The results of the present study can be concluded as follow. First of all, teaching presence and self-directed learning readiness have a very high relationship in e-learning environment. Secondly, all five components of teaching presence have significant correlations with self-directed learning readiness. Thirdly, depending on the results of multiple regression analysis, only components of instructional contents and facilitating communication predict the self-directed learning readiness.

Design of Collaborative e-Learning Environment and Collaborative Learning Agent (협력 e-러닝 학습 환경 구축 및 에이전트 적용 방안)

  • Jang, Ho-Wook;Suh, Hee-Jeon;Moon, Kyung-Ae
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.11-16
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    • 2004
  • e-Learning has been expected as a new educational method and paradigm in knowledge information society. However e-Learning industry has not been in tremendous development on the contrary to people's expectations. Up to present time, collaborative learning is one of the learning approaches that promote active participation and engagement in learning. Learners can set up common goal, accomplish collaborative activity to solve the problem, and achieve individual and group goals while group work. In this paper, we present collaborative e-Learning environment to improve interactions among learners and identify the roles of collaborative learning agent to promote learner's learning activity.

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A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.10 no.1
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

The Factor Analysis on e-Learning Strategies of Elementary School Students (초등학생의 e-러닝 학습전략 요인 분석)

  • Suh, Soon-Shik;Cho, Na-Young;Suh, Won-Seok
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.423-432
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    • 2009
  • This study aims to analyze strategy, one of the predictor variables that have influence on the effectiveness of learning in e-learning environment and to define the factors of e-learning strategies of elementary school students. Preceding studies on face-to-face strategy and e-learning strategy, and existing face-to-face and e-learning strategy test sheets were analyzed. Questions are developed based on the results to make clear the area of leaning strategies used by elementary school students in e-learning environment and to analyze the e-learning strategies of elementary school students. The results from this study are, the e-learning strategies of elementary school students are shown in five areas including strategy for learning activity, strategy for learning attitude, resource use strategy, planning strategy, and overload management strategy. It was found that five strategy areas have explanatory power in the order of strategy for learning activity, strategy for learning attitude, resource use strategy, planning strategy, and overload management strategy.

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Are Traditional Motivation Theories Used in Face-to-Face Classes Valid in an E-learning Environment?: Focusing on the Self-Determination Theory

  • BANG, Mi-Hyang
    • Educational Technology International
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    • v.15 no.2
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    • pp.89-115
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    • 2014
  • This research aims to develop an elementary school English e-learning system based on the 'Self-determination theory (SDT)', which is widely applied to traditional face-to-face foreign language classes. The study also attempts to verify whether SDT-a traditional motivational theory that has been applied to face-to-face classes- is effective in an e-Learning environment with students who use this newly developed system. For the purposes of this project, the following three actions were carried out. First, a motivational strategy based on SDT was deduced. In SDT, the needs for autonomy, competence, and relatedness were introduced as basic psychological needs, and assumed that these three needs provided the natural motivation for learning, growth, and development. Second, an e-Learning system was created based on the deduced motivational strategy. Third, the system was implemented in 115 private tuition academies, and education was provided to 1,400 users for one year across the country. Afterwards, by surveying users, correlation between the role of the three psychological needs in learning English, and also the correlation between each need and motivation were investigated. Research results showed that traditional motivational theories used in face-to-face classes so far were effective in an e-Learning environment.

Development of e-Learning System Based on Open Source Software (공개 소프트웨어 기반 e-Learning 시스템 개발)

  • Lee Se-Hoon;Baek Yeong-Tae
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.9-17
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    • 2005
  • In this paper we developed e-Leaning system based on open source software. We selected the Moodle that after compared the open source learning management systems. Moodle is LAMP(Linux, Apache, MySQL, PHP) based course management system (CMS), a software package designed to help educators create quality online courses. One of the main advantages of Moodle over other systems is a strong grounding in social constructionist pedagogy. Also we integrated Moodle and legacy systems such as streaming service, webhard service, and short message service. The system operated during one semester at college using blended learning model. We had obtained showed that the students had almost all scored quite highly as preferred learning environment through COLLES(Constructivist On-Line Learning Environment Survey) and ATTLS(Attitudes to Thinking and Learning Survey). Therefore this research showed that open source based e-Loaming system is stable and possible.

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The Impact of Achievement Motivation on Academic Achievement and Satisfaction of Adult Learners in an e-Learning Environment

  • HA, Young-Ja;CHUNG, Se-Jin
    • Educational Technology International
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    • v.7 no.1
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    • pp.59-79
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    • 2006
  • The purpose of this study is to measure the impact of motivation on academic achievement and satisfaction of adult learners in an e-Learning environment, and to come up with strategies to improve the effectiveness of e-Learning for adult learners. In order to find answer, devices were developed, tested for validity and reliability, and use for testing variables for 289 adult learners. To measure the impact of achievement motivation on learning in job training, a multiple regression analysis was performed. The analysis results show that achievement motivation has an impact on academic achievement with significance level .001, but does not have an impact on a learner's satisfaction. Further analyses on the subcategories of achievement motivation show that individual-oriented motivation affects achievement with significance level of .001, while social-oriented motivation does not. From this finding, some strategies to boost individual-oriented motivation are suggested to enhance effectiveness of job training in e-Learning environment. Further strategies to boost individual-oriented motivation should be developed by studying various aspects of e-Learning such as learning environments, learning culture, learning modes and methods, and evaluation.

Learner's perception and Learning Satisfaction on e-learning in the University Blended Learning Environment (블렌디드 러닝(Blended Learning) 환경에서 e-learning에 대한 학습자의 지각정도와 학습만족도 -S 대학 보건교육학 강좌를 중심으로-)

  • Han, Ji-Young;Lee, Eun-Hwa
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.69-77
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    • 2010
  • This purpose of this study is to investigate the learner's perception and learning satisfaction on e-learning in the university blended learning environment. The participants in this study were signed up for Health Education. Collected data were analyzed by using the SPSS program. The results are as follows. The average of learner's perception and learning satisfaction on e-learning was higher than the middle. the most of learners recognized that e-learning is efficient to cultivate computer usage ability. Relation between learner's perception and learning satisfaction on e-learning showed a positive correlation. Learning satisfaction could be influenced by learner's perception on e-learning. Considering all these results, the blended learning which mixs face-to-face learning and e-learning is meaningful.

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Realtime Multimedia e-Learning system research by using expanded SCORM (SCORM 표준 확장을 이용한 실시간 멀티미디어 e-Learning 시스템 연구)

  • Kim, Jung-Hyun;Hwang, Doo-Hong;Lee, Joo-Hwan;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.51-59
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    • 2011
  • In this paper, we propose the standardized idea for learning environment of e-Learning 2.0 (originated from Web 2.0 paradigm) to overcome limitations of current passive e-Learning environment. Because current LMS/ LCMS which manages e-learning systems has the limitation of providing various interactive elements when people use video contents to study, it lacks real-timeness and interactivity between teacher-learner and learner-learner in the operation of video contents and has difficulty in measuring accurate progress rate of learners in the process of teaching-learning. Therefore, we designed multimedia contents(both-way learning requisite) to overcome limitations of current e-Learning system and to maximize the effect of learning of learners so that it makes possible to interact between learners and teachers in realtime. For this, this thesis designs the standardized idea based on expanded SCORM standard which is now used for manufacturing LMS/LCMS, and according to ideas we have proposed, it implements e-learning multimedia environment.

Educational Paradigm Shift from E-Learning to Mobile Learning Toward Ubiquitous Learning

  • Gelogo, Yvette;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.4 no.1
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    • pp.8-12
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    • 2012
  • The purpose of this study is to review the possible effect of the learning paradigm shift from traditional method to ubiquitous learning. What are the societal issues that need to be address in order to design a new pedagogical platform trending from e-learning to m-learning and now the u-learning? That without the proper study of how learning environment may affect the learning process of an individual will lead to poor quality of education. This new era of learning environment offer a big opportunity for "anytime, anywhere" learning. Thus, Lifelong learning is at hand of everyone. Maximizing the benefit of new trend will be a great help and addressing the limitations will lead to quality education.