• Title/Summary/Keyword: E-learning environment

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Sense of Social Presence Versus Learning Environment : Centering on Effects of Learning Satisfaction and Achievement in Cyber Education 2.0

  • Yum, Jihwan
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.141-156
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    • 2014
  • This study intended to evaluate the viability of cyber education in terms of learning satisfaction and learning achievement. The study integrated two research streams such as social presence model and learning environment model. Where the learning environment model emphasizes the components of learning aids, social presence model considers more deeply the relationships among peers and with instructors. These two research streams have been considered relatively independently. The study integrated these ideas and measured their reliabilities and validities. The results demonstrate that the two constructs are relevantly independent and both of these constructs are very important considerations for the success of cyber education. The study concludes that cyber education 2.0 requires more social presence factors than the learning environment factors such as technological development or new equipments.

A Study on the LCMS Model for u-Learning (u-Learning을 위한 LCMS 시스템 연구)

  • Woo, Young-Hwan;Chung, Jin-Wook;Kim, Seok-Soo
    • Convergence Security Journal
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    • v.5 no.2
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    • pp.37-42
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    • 2005
  • Development of Information Technology and knowledge information society transfer brought huge change of education training field. According as Ubiquitous society approaches, e-Learning will be evolving by u-Learning. This presages in other form with present that professor-learner environment may change. This study proposes and embodied administration method of various studying contents by development of Learning environment, And through operation platform analysis, proposed LMS that can do practical use of contents efficiently.

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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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The Design of an Educational Environment for Ubicomp Learning (유비쿼터스 컴퓨팅 학습의 교육환경 설계)

  • Moon, Seung-Han
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.9
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    • pp.2031-2039
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    • 2010
  • This article first defines the concept of ubiquitous learning, and then examine ways to design the educational environment for e-Learning and u-Learning. Next, identifies some disadvantages before seeking possible solutions. Finally, the article explores visions of how ubiquitous learning might look in the future. With the advent of information, communication and computer technologies, the needs and demands for ubiquitous learning are largely emerging, enabling students to easily access everything they want anytime, anywhere. In particular, the advance of high-speed broadband networks such as DMB, WiBro and WCDMA and the proliferation of portable digital devices including DMB, PDA and high-performance mobile phones will encourage the widespread adoption of u-Learning.

A Design of Human Cloud Platform Framework for Human Resources Distribution of e-Learning Instructional Designer (이러닝 교수 설계자 인적 자원 유통을 위한 휴먼 클라우드 플랫폼 프레임워크 설계)

  • Kim, Yong
    • Journal of Distribution Science
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    • v.16 no.7
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    • pp.67-75
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    • 2018
  • Purpose - In the 21st century, as information technology advances alongside the emergence of the 4th generation, industrial age, industrial environment has become individualized and customized. It is important to hire good quality employees for good service in the industry. The e-learning market is growing every year. Although e-learning companies are finding better quality employees in e-learning, it is not easy to find it. Companies also spend a lot of time and cost to find employee. On the employees side, they want to get a job freely when they want, but they cannot find their job easily. Furthermore, the labor market environment is changing fast. In the 4th generation, industrial age, employers require to find manpower whenever they need and want at little cost. So of their own accord, we have considered the necessity of management of human resources for employees and employers in e-learning. The purpose of this study is to propose a human cloud platform framework for enabling an efficient management of human resources in e-learning industry. Research design, data, and methodology - To pinpoint the items of a human cloud platform framework, the study was initiated according to the following process. First, items of competency relating to e-learning instructional designer was analyzed. Second, based on the items of information from this analysis, selection and validity verification took place with 5 e-learning specialists group. Third, the opinion of experts who were in charge of hiring in e-learning companies were collated with the questionnaire. Lastly, the human cloud platform framework was proposed based on opinion results. Results - The framework was comprised of 7 domains and 27 items in order to develop the human cloud platform for e-learning instructional designer. The analysis results showed that the most highly considered item were 'skill (4.60)' that employee already have the capability. Following this (in order) were 'project type (4.56)', 'work competency (4.56)', and 'strength area of instructional design (4.52)'. Conclusions - The 27 items in the human cloud platform framework were suggested in this study. Following this, we can consider to develop the human cloud platform for finding a job and hiring e-learning instructional designer easily. For successful platform operation, we need to consider reliability between employer and employee. In addition, we need quality assurance system based on operation has public confidence.

A Study on Method for Learning Effectiveness Evaluation of e-learning Contents in Elementary School (초등학교 이러닝 콘텐츠의 학습 유효성 평가 방법에 관한 연구)

  • Cha, Seung-Hee;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.309-318
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    • 2005
  • e-learning has been recently introduced in all educational domains and it has expanded rapidly in educational field. Blended learning, which has emerged with e-learning nowadays, is an exact example of a new paradigm. It has not only educational effects of traditional classroom learning, but it also has effects of e-learning which provides learner-centered classroom environment and removes barriers of time and space. This study looked into several e-learning contents evaluation criteria that were already studied, And arranged with the evaluation question item that can evaluate learning effectiveness of e-learning contents in elementary school through a questionnaire executed in elementary school teachers. And it used this evaluation question item and the study accomplishment results of an education ruler, and applied to learning effectiveness evaluation of e-learning contents. This paper will give future directions and assessment criteria of e-learning. Moreover, this thesis will provide theoretical and practical materials for developing e-learning contents to improve quality of blended learning.

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The Interface Design and Development of Learning Management System and Contents for Self-Directed Learning based on Interaction and Usability (상호작용성과 사용편이성에 기초한 자기주도 학습운영시스템과 학습컨텐츠의 인터페이스 설계 및 구현)

  • Baek, Soo-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.149-160
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    • 2005
  • The Purpose of this study is to embody self-directed learning management system and contents which are considered of learner's interactivity and usability in e-learning environment; It is based on self directed teaching and learning strategies. It divides type of interaction centering on the learners into four categories: (1) learner and instructor (2) learner and learner (3) learner and contents (4) learner and learning management system. The specific elements of learning management system is set up and embodied to present the interaction strategies according to the above-mentioned patterns, to improve the self-directed learning ability and to facilitate an online communication. The learning contents based on the self directed learning strategies, design the interface in due consideration of the learners' usability based on six strategies such as simple navigation, consistency, intuitive interface, linkage, user supports and immediate feedback. This research makes up for the weak points in the self-directed functions of learning management system and links up with learning contents, therefore it has a value to improve learner's interactivity and usability. It is expected that the research results can be helpful in quality improvement of e-learning environment.

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Development of an E-learning Education Program for Preventing Nursing Errors and Adverse Events of Operating Room Nurses (수술실의 간호오류 및 과오 예방을 위한 E-learning 실무교육 프로그램의 개발 및 평가)

  • Kim, Jung-Soon;Kim, Myung-Soo;Hwang, Sun-Kyung
    • Korean Journal of Adult Nursing
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    • v.17 no.5
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    • pp.697-708
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    • 2005
  • Purpose: This study was to develop, implement, and evaluate an e-learning education program for improving practical knowledge and preventing nursing errors and adverse events of nurses working in the operating room (OR). Method: The e-learning program was developed and evaluated according to the following processes: 1) preparation phase 2) implementation phase 3) evaluation phase. In evaluation phase, the effectiveness was analyzed based on the Kirkpatrick's model. Results: The e-learning program consisted of OR basic nursing skills and techniques and nursing activities' manual based on the categories of nursing errors: surgical operation preparation, nursing skills and techniques, environment management, patient safety and comfort, and patient monitoring. The program was provided through on-line, http://cafe.daum.net/pnuhorn, for 4 weeks. The mean score(percent) of participants' satisfaction was $21.24{\pm}1.71$(68.2%). Their total knowledge level was significantly improved(Z=-3.00, p=.003) and specifically in the category of environment management(Z=-3.77, p<.001) and patient monitoring(Z=-2.46, p=.014). The occurrence of nursing errors or adverse events was a little decreased, but not statistically significant(Z=-3.10, p=.756). Conclusion: E-learning for nurses is one way of effective and efficient teaching-learning strategies. For better e-learning, it is important to develop the vital content of the education and objective measures for detecting nursing errors and adverse events.

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Development and Distribution of Deep Fake e-Learning Contents Videos Using Open-Source Tools

  • HO, Won;WOO, Ho-Sung;LEE, Dae-Hyun;KIM, Yong
    • Journal of Distribution Science
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    • v.20 no.11
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    • pp.121-129
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    • 2022
  • Purpose: Artificial intelligence is widely used, particularly in the popular neural network theory called Deep learning. The improvement of computing speed and capability expedited the progress of Deep learning applications. The application of Deep learning in education has various effects and possibilities in creating and managing educational content and services that can replace human cognitive activity. Among Deep learning, Deep fake technology is used to combine and synchronize human faces with voices. This paper will show how to develop e-Learning content videos using those technologies and open-source tools. Research design, data, and methodology: This paper proposes 4 step development process, which is presented step by step on the Google Collab environment with source codes. This technology can produce various video styles. The advantage of this technology is that the characters of the video can be extended to any historical figures, celebrities, or even movie heroes producing immersive videos. Results: Prototypes for each case are also designed, developed, presented, and shared on YouTube for each specific case development. Conclusions: The method and process of creating e-learning video contents from the image, video, and audio files using Deep fake open-source technology was successfully implemented.

e-Friendly Personalized Learning

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.4 no.2
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    • pp.12-16
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    • 2012
  • This paper presents a learning framework that fits the digital age - an e-Friendly PLE. The learning framework is based on the theory of connectivism which asserts that knowledge and the learning of knowledge is distributive and is not located in any given place but rather consists of the network of connections formed from experiences and interactions with a knowing community, thus, the newly empowered learner is thinking and interacting in new ways. The framework's approach to learning is based on conversation and interaction, on sharing, creation and participation, on learning not as a separate activity, but rather as embedded in meaningful activities such as games or workflows. It sees learning as an active, personal inquiry, interpretation, and construction of meaning from prior knowledge and experience with one's actual environment.