• 제목/요약/키워드: E-learning environment

검색결과 520건 처리시간 0.025초

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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    • 제21권4호
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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.

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

  • 우영환;정진욱;김석수
    • 융합보안논문지
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    • 제5권2호
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    • pp.37-42
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    • 2005
  • 정보통신기술의 발전과 지식정보 사회의 등장은 교육 및 훈련분야에도 거대한 변화를 가져왔다. 특히, 유비쿼터스 시대가 다가옴에 따라 e-Learning 또한 u-Learning으로 진화하려 하고 있다. 이는 지금까지와는 또 다른 형태로 교수-학습자 환경이 변화함을 말한다. 본 논문에서는 교육환경의 발전에 따른 다양한 학습 콘텐츠의 관리 방법을 제안, 구현하고 운영플랫폼 분석을 통하여 콘텐츠의 활용을 극대화 할 수 있는 LCMS를 제안하였다.

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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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    • 제어로봇시스템학회 2003년도 ICCAS
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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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유비쿼터스 컴퓨팅 학습의 교육환경 설계 (The Design of an Educational Environment for Ubicomp Learning)

  • 문승한
    • 한국정보통신학회논문지
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    • 제14권9호
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    • pp.2031-2039
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    • 2010
  • 본 연구에서는 유비쿼터스 컴퓨팅 학습의 개념과 e-Learning과 u-Learning의 학습환경 및 유비쿼터스 학습환경의 설계, 그에 따른 문제점 및 해결방안을 모색하고 향후 발전방안에 대해서 고찰하였다. 최근 정보통신 및 컴퓨터의 기술발전에 따라 언제 어디서나 쉽게 원하는 학습을 할 수 있는 유비쿼터스컴퓨팅학습의 요구와 필요성이 대두되고 있다. 특히, DMB(Digital Multimedia Broadcast), WiBro, WCDMA와 같은 고속 이동 데이터 통신망의 등장과 소형의 DMB단말기, PDA, 고기능/고성능 휴대폰의 일반화는 유비쿼터스컴퓨팅 학습의 발전가능성을 더욱 촉진시킬 것이다.

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

  • 김용
    • 유통과학연구
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    • 제16권7호
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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.

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

  • 차승희;김현배
    • 정보교육학회논문지
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    • 제9권2호
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    • pp.309-318
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    • 2005
  • 최근 교육의 전 부분에서 이러닝(e-learning)이 도입되고 있고, 또 빠른 속도로 확장되어가고 있다. 이러닝과 함께 새로 대두되는 통합형 학습(blended learning)은 오늘날의 교육이 좀 더 새로운 형태의 교육 패러다임으로 변화하고 있다는 것을 보여주는 한 예이다. 본 논문은 앞서 연구된 여러 이러닝 콘텐츠 평가 준거들을 살펴보고, 초등학교 교사들을 대상으로 실시한 설문을 통해 초등학교에서 이러닝 콘텐츠의 학습유효성을 평가할 수 있는 평가 문항으로 정리하였다. 그리고 이 평가 문항과 학습자의 학업성취도 결과를 이용하여 이러닝 콘텐츠의 학습유효성 평가에 적용해보았다. 본 연구는 초등학교 이러닝 콘텐츠의 평가준거와 평가 방향에 대한 논의를 공유하며, 더 나아가 통합형 학습의 질적 향상을 위한 양질의 이러닝 콘텐츠 개발을 위한 이론적이고 실무적인 자료를 제공하고자 하는데 의의가 있다.

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

  • 백수희
    • 디자인학연구
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    • 제18권3호
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    • pp.149-160
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    • 2005
  • 본 연구는 e-러닝 환경에서 자기주도적 교수학습전략을 바탕으로 학습자의 상호작용성과 상용편이성을 고려한 자기주도 학습운영시스템과 학습컨텐츠를 구현한 것이다. 상호작용유형은 학습자를 중심으로 (1) 학습자와 교수자 (2) 학습자와 학습자 (3) 학습자와 학습컨텐츠 (4) 학습자와 학습운영시스템으로 나눈다. 학습운영시스템은 학습자들의 자기 주도적 학습 능력을 향상시키고 온라인 커뮤니케이션이 촉진될 수 있도록 유형에 따라 상호작용 설계전략을 제시하고 구체적인 구성요소들을 설정하여 구현한다. 학습컨텐츠는 자기주도적 학습전략을 기초로 단순한 네비게이션, 일관성, 직관적인 인터페이스, 연결성, 사용자 지원, 즉각적 피드백이라는 여섯 가지 인터페이스 전략을 기초로 학습자의 사용편이성을 최대한 고려하여 구현한다. 본 연구개발은 학습운영시스템의 자기 주도적 기능을 보완하고 그러한 기능들을 학습컨텐츠와 연결함으로써 학습자 중심의 상호작용성과 사용편이성을 개선한 것에 의의가 있다. 본 연구결과는 e-러닝 학습 환경의 질 개선에 도움이 될 것으로 기대된다.

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

  • 김정순;김명수;황선경
    • 성인간호학회지
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    • 제17권5호
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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
    • 유통과학연구
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    • 제20권11호
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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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    • 제4권2호
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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.