• Title/Summary/Keyword: Effective e-Learning System

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Innovative Technology of Teaching Moodle in Higher Pedagogical Education: from Theory to Pactice

  • Iryna, Rodionova;Serhii, Petrenko;Nataliia, Hoha;Kushevska, Natalia;Tetiana, Siroshtan
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.153-162
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    • 2022
  • Relevance. Innovative activities in education should be aimed at ensuring the comprehensive development of the individual and professional development of students. The main idea of modular technology is that the student should learn by himself, and the teacher manages his learning activities. The advantage of modular technology is the ability of the teacher to design the study of the material in the most interesting and accessible forms for this part of the study group and at the same time achieve the best learning results. Innovative Moodle technology. it is gaining popularity every day, significantly expanding the space of teaching and learning, allowing students to study inter-faculty university programs in depth. The purpose of this study is to assess the quality of implementation of the e-learning system Moodle. The study was conducted at the South Ukrainian National Pedagogical University named after K. D. Ushinsky in order to identify barriers to the effective implementation of innovative distance learning technologies Moodle and introduce a new model that will have a positive impact on the development of e-learning. Methodology. The paper used a combination of theoretical and empirical research methods. These include: scientific analysis of sources on this issue, which allowed us to formulate the initial provisions of the study; analysis of the results of students 'educational activities; pedagogical experiment; questionnaires; monitoring of students' activities in practical classes. Results. This article evaluates the implementation of the principles of distance learning in the process of teaching and learning at the University in terms of quality. The experiment involved 1,250 students studying at the South Ukrainian National Pedagogical University named after K. D. Ushinsky. The survey helped to identify the main barriers to the effective implementation of modern distance learning technologies in the educational process of the University: the lack of readiness of teachers and parents, the lack of necessary skills in applying computer systems of online learning, the inability to interact with the teaching staff and teachers, the lack of a sufficient number of academic consultants online. In addition, internal problems are investigated: limited resources, unevenly distributed marketing advantages, inappropriate administrative structure, and lack of innovative physical capabilities. The article allows us to solve these problems by gradually implementing a distance learning model that is suitable for any university, regardless of its specialization. The Moodle-based e-learning system proposed in this paper was designed to eliminate the identified barriers. Models for implementing distance learning in the learning process were built according to the CAPDM methodology, which helps universities and other educational service providers develop and manage world-class online distance learning programs. Prospects for further research focus on evaluating students' knowledge and abilities over the next six months after the introduction of the proposed Moodle-based program.

Revitalization for a Cyber Home Learning System -Focused on Jeju e-study 2.0- (사이버가정학습 활성화 방안 -제주 e-study 2.0을 중심으로-)

  • Kim, Eun-Gil;Kang, Nam-Cheol;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.451-460
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    • 2010
  • The purpose of this paper is to present the effective operation method of cyber home learning system 2.0. Cyber home learning system 2.0 which plays an important role to produce and share data of internet users establishing user-centered internet environment is recently introduced as web 2.0 is beginning to appear. This research is based on the case of the operation on cyber home learning system, research literature of web 2.0 as well as expert consulting and performance test. After doing this research, cyber home learning system 2.0 can bring enormous educational effect when it has online education using web-based discussion tool and long distance consulting linking with off line school education. Redundant system configuration, the distributed processing also may be provided by the service was smooth. Moreover, it demands monitoring team consisting of student, parents and teacher in order to provide developmental service.

Development and Evaluation of a Vital Signs E-book for Undergraduate Student Nurses (간호학생을 위한 활력징후 전자교과서 개발과 평가)

  • Ko, Il-Sun;Kang, Kyu-Sook;Shim, Joung-Ohn;Park, Jin-Hee;Yook, Shin-Young;Yun, So-Young
    • Journal of Korean Academy of Nursing
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    • v.35 no.6
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    • pp.1036-1043
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    • 2005
  • Purpose: The purpose of this study was to develop a vital signs e-book for undergraduate student nurses and evaluate the content, system and student satisfaction. Method: This study was done in three stages, the development of a vital signs e-book, implementation and evaluation. The subjects were 73 undergraduate student nurses in Y university. Result: Thirty one learning objectives were used to create the contents. A set of 5 chapters and 18 subsections were defined after validation from nurse educators. The e-book is available at http://123.134.207.23/ebook/vitalsigns. Analysis of the questionnaires showed a mean score for content, system and students satisfaction of $3.17\pm73,\;3.11\pm79,\;and\;2.96\pm.74$ respectively out of a possible 4 points. Conclusion: Nurse educators should provide quality and effective web-based courses that meet undergraduate student nurses' learning needs and they should incorporate web-based learning into traditional teaching to meet the demands of nursing education.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

The Study on Marker-less Tracking for the Car Mechanics e-Training AR(Augmented Reality) System (자동차 정비 e-Training 증강현실 시스템에서의 Marker-less Tracking 방안 연구)

  • Yoon, Ji-Yean;Kim, Yu-Doo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.16 no.2
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    • pp.264-270
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    • 2012
  • e-Training focusing on the experience and practice accelerates actual-active learning and enforces the learning effects against the existing theory based education. The most typical hans-on training system is augmented reality. Especially, in the training field installed augmented reality system, the automobile maintenance trainee experiences effective training with the immediate information, which is indicating the location of parts and the procedure of repairing. The tracking is the core technology of the augmented reality system. The performance of augmented reality system depends on the tracking technology. Therefore, this paper suggests the tracking technology which is proper to the e-Training augmented reality service technology for the car mechanics.

Development and application of problem-solving learning method(WCSNA) based online learning system (문제해결 학습법(WCSNA) 기반 온라인 학습시스템 개발 및 응용)

  • Hong, Hee-dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.39-44
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    • 2022
  • Mathematics franchise education companies are developing various online learning systems to provide on-off integrated education to learners. Most online learning systems deliver one-way lecture content to learners and perform quantitative problem-solving learning for learning results. However, each learner has different academic achievement competencies, and it is impossible to determine exactly where the level of understanding fell when solving a math method. and based on this, establish an online learning system to discover the weak points of learners and propose an effective learner management method. Through the developed learning method and system, it is expected to cultivate balanced problem-solving ability for learners and provide differentiated brand image and counseling service to franchise companies.

The Face Authentication Mechanism of Learner for the Efficient E-Learning (효율적인 이러닝을 위한 학습자 얼굴 인증 기술)

  • Jang, Eun-Gyeom;Kim, Gyoung-Bae
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.5
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    • pp.67-74
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    • 2010
  • E-learning technology which effectively supports the learning methodologies between students and professors and which provides location and time benefits to students is being researched now a days. However, E-learning classes produce bad effects comparing with offline classes in learning procedures including scholastic achievements. Bad effects of E-learning system could be proxy attendance, lack of concentration, and bad attitude of students. These environmental problems must be solved first to achieve the advantages of E-learning technology. To get rid of these problems, in this paper, we proposed a mechanism which provides effective learning progress by using face authentication method. This mechanism supervise the student by using real time face recognition which prevents proxy attendance, illegal activities, and student's absences.

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

A Design and Implementation of Mobile Visit Guide System for the Individual Science & Technology Learning in the Museum (비형식적 교육장소에서 개별적 과학기술학습을 위한 모바일 관람 가이드 시스템의 설계 및 구현)

  • Kweon, Hyo-Sun;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.120-132
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    • 2005
  • The major purpose of this study was to provide a basic model of mobile guide system for visitor's individual learning, self-regulated learning in a museum. System model realized by this study was as follows; 1) This system distributed exhibit information to tourists in place of existing audio guides or curators. Using wireless communications, the PDA automatically delivered information about the exhibit. The artistic and visual displays maximized effective and quick transmission of information to the user. 2) It made visiting a museum fun, exciting and entertaining. With the PDA guide the museum visitor can interact with detailed descriptions of exhibits, videos and images. The museum visitor, can also play a quiz game, take photos, record voices and send e-mail.

A study of the 3 Dimensional E-Learning System for Ubiqitous Environment (유비쿼터스 환경구현을 위한 3차원 e러닝 시스템)

  • Shin Low-Kok;Park Su-Hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.1019-1022
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    • 2006
  • Advances in interactive multimedia and Internet technologies present an array of options that allow the development of very effective training programs. Interactive training is the delivery and management of training using Internet. The trainee actively participates in the training/learning sessions by means of a user-friendly interface that empowers the participant with a sense of control over what they are teaming and the pace at which they are teaming. In this paper, we show process on the development of 3 dimensional e-learing system for Ubiqitous Environment using 3 dimensional supersonic sensor.

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