• Title/Summary/Keyword: Learning Contents System

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ML-based Interactive Data Visualization System for Diversity and Fairness Issues

  • Min, Sey;Kim, Jusub
    • International Journal of Contents
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    • v.15 no.4
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    • pp.1-7
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    • 2019
  • As the recent developments of artificial intelligence, particularly machine-learning, impact every aspect of society, they are also increasingly influencing creative fields manifested as new artistic tools and inspirational sources. However, as more artists integrate the technology into their creative works, the issues of diversity and fairness are also emerging in the AI-based creative practice. The data dependency of machine-learning algorithms can amplify the social injustice existing in the real world. In this paper, we present an interactive visualization system for raising the awareness of the diversity and fairness issues. Rather than resorting to education, campaign, or laws on those issues, we have developed a web & ML-based interactive data visualization system. By providing the interactive visual experience on the issues in interesting ways as the form of web content which anyone can access from anywhere, we strive to raise the public awareness of the issues and alleviate the important ethical problems. In this paper, we present the process of developing the ML-based interactive visualization system and discuss the results of this project. The proposed approach can be applied to other areas requiring attention to the issues.

Effectiveness of Adaptive Navigation System for Group Activity at the Wiki-based Collaborative Learning (Wiki 기반 협력학습에서 적응적 내비게이션 시스템이 그룹 활동에 미치는 효과)

  • Han, Hee-Seop;Kim, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.41-48
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    • 2006
  • The latest several studies show that Wiki is a very efficient tools for collaborative learning in the distributed environments. Even though Wiki supports efficient knowledge sharing between group members, there are still some problems to be solved for collaborative learning. Since the structure of group contents becomes more complex and the links between pages are dynamically changed, each member of group has difficulties to perceive the changed contents and links on group pages. We designed the adaptive navigation system to guide individual browsing paths of each member through the calculating of friendship and the state of pages. At first we developed the relation model between member and each pages by the historical log that stored the change of pages and the activity of members, and then we implemented the adaptive navigation system using the model. Experimental results show that this adaptive system is very effective to share the group knowledge and to promote collaborative learning activities.

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Factors Influencing the Learning Effectiveness and Transfer of e-Learning in Business Organlizations (기업의 e-Learning에 대한 학습효과 및 전이에 영향을 미치는 요인)

  • Jung Kyung-Soo;Kim Kyung-Jun
    • The Journal of Information Systems
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    • v.15 no.2
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    • pp.1-29
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    • 2006
  • The recent development of IT, consolidation of communication and multimedia technology have brought enormous changes in many organizations. Theses changes are enabling the new educational opportunities such as distance teaming and virtual class room. Recently, e-Learning has grown rapidly in business training field, In the context of companies, e-Learning has merits in terms of access convenience, costs reduction self-directed learning, reciprocity, and flexibility. In this regard, the primary purpose of this study is to investigate which factors of e-Learning influence the effectiveness of education and transfer of loaming in business organizations. Based on the prior studies of the education and business training field, research model and research hypotheses were developed. Factors studied in this paper were as follows: 1) learners' characteristics, 2) organizational support and 3) system environments. The results of our study are as follows. (1) Motivation perceived usefulness in Learner factors had an significant influence on both learning effectiveness and transfer of teaming, whereas Ability, expectation had an influence on transfer of teaming. (2) Support from peer, support from supervisor in Organization factors had an significant influence on both Loaming effectiveness and transfer of teaming, whereas support from organization had influence on learning effectiveness. (3) Appropriate contents in system circumstance had an significant influence on both teaming effectiveness and transfer of teaming, whereas interface design had an influence on learning effectiveness.

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Developing and Pilot-Testing Blended Learning Program Prototypes for Health Coaching to Support Positive Growth of Cancer Patients (암환자의 긍정성 증진을 위한 블렌디드 건강코칭 교육프로그램 프로토타입 개발 및 적용)

  • Lim, Cheolil;Park, Taejung;Kim, Sungwook;Yun, Youngho
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.71-83
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    • 2019
  • This study aimed to develop and pilot-test educational program prototypes of training health coaches to help cancer patients overcome crises and create positive growth. For this purpose, the educational contents and methods of the blended learning program prototypes were derived through learner needs and literature analysis. The prototypes, which consist of introducing of health management and health information and understanding and practice of basic coaching and health coaching, were developed to integrate with four sessions of face-to-face, off-line classes, training practices through 12 tele-classes, and use of online learning system. The prototypes were conducted and pilot-tested by a total of 35 students selected through the document screening and the interview. After participating in the blended learning program, learners expressed greater overall satisfaction with each session program (average score = 4.36, with 5 being most satisfied), satisfaction with learning contents (average score=4.42) satisfaction with course preparation (average score = 4.26) and satisfaction with lecture materials (average score = 4.19). The results of this study show that a systematic and integrative approach for designing a blended learning program can be useful for various educational needs in health and medical fields. In the future, empirical studies are expected to see how these curricula are actually implemented and assess whether the intended learning outcomes are achieved.

Wikispaces: A Social Constructivist Approach to Flipped Learning in Higher Education Contexts

  • Ha, Myung-Jeong
    • International Journal of Contents
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    • v.12 no.4
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    • pp.62-68
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    • 2016
  • This paper describes an attempt to integrate flip teaching into a language classroom by adopting wikispaces as an online learning platform. The purpose of this study is to examine student perceptions of the effectiveness of using video lectures and wikispaces to foster active participation and collaborative learning. Flipped learning was implemented in an English writing class over one semester. Participants were 27 low intermediate level Korean university students. Data collection methods included background questionnaires at the beginning of the semester, learning experience questionnaires at the end of the semester, and semi-structured interviews with 6 focal participants. Because of the significance of video lectures in flip teaching, oCam was used for making weekly online lectures as a way of pre-class activities. Every week, online lectures were posted on the school LMS system (moodle). Every week, participants met in a computer room to perform in-class activities. Both in-class activities and post-class activities were managed by wikispaces. The results indicate that the flipped classroom facilitated student learning in the writing class. More than 53% of the respondents felt that it was useful to develop writing skills in a flipped classroom. Particularly, students felt that the video lectures prior to the class helped them improve their grammar skills. However, with respect to their satisfaction with collaborative works, about 44% of the participants responded positively. Similarly, 44% of the participants felt that in-class group work helped them interact with the other group members. Considering these results, this paper concludes with pedagogical suggestions and implications for further research.

A Study on a Computer Program Visualization Method Effective for the e-Learning Contents (이 러닝 콘텐츠에 효과적인 컴퓨터 프로그램 시각화 방안에 대한 연구)

  • Ha, Sang-Ho
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.109-124
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    • 2007
  • With the advance of the Internet and computing technologies, e-learning is now a hot issue worldwide for providing the effective learning on the cyber-space. However, most of existing e-learning contents have been developed mainly based on text, including simple multimedia elements such as images, animations, and voices. This paper suggests a method effective for the computer programming e-learning. The method is based on program visualization using flowcharts. It features the stepwise hierarchical program visualization on the level of statements, the flowchart based visualization for control constructs of languages, visualization over whole programs, visualization compared with source codes, and interaction with users. Finally, we implement a system to realize the suggested method, and execute it for an example program.

Research on Influencing Factors of Continuous Learning Willingness in Online Art Education Based on the UTAUT Model

  • Wang, Youwang;Fang, Xiuqing
    • International Journal of Contents
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    • v.18 no.2
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    • pp.58-67
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    • 2022
  • As the Internet rapidly evolves, online learning has emerged as the third largest scenario in the field of education. Online education, different from the two traditional learning scenarios of the school and society, is characterized with broader learning types and higher freedom. In today's post-pandemic era, art education, which relies on face-to-face teaching, is of particular significance to expand online education methods. Based on the UTAUT model, this paper posits seven hypotheses about the willingness to continue learning in online art education. After collecting valid data through a questionnaire, a detailed empirical analysis was conducted via SPSS and AMOS. The results of empirical analysis show that less than half of the respondents had experienced the online art education, mirroring that this is a market worth developing. Based on the findings, learning habit does not significantly impact art learners' willingness to continue learning online. This result and other verified hypotheses are detailed in the discussion part of this paper. This study proves that UTAUT can better explain user behavior than the traditional information system model prior to the improvement, and also has strong explanatory power in the field of art education. The conclusion also posits some operational suggestions from the perspective of practitioners in this field, thereby providing a theoretical basis for art education practitioners.

A Quantitative Review on Deep Learning and Smart Factory from 2010 to 2023

  • Yong Sauk Hau
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.203-208
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    • 2024
  • The convergence of deep learning and smart factory is drawing a lot of attentions from not only industrial but also academic circles. The objective of this article is to quantitatively review on deep learning and smart factory from 2010 to 2023. This research analyzed the 138 articles, extracted from the Core Collection of Web of Science, in terms of four dimensions such as the main trend in article publications, the main trend in article citations, the distribution of article publications by research area, and the keywords representing the main contents of published articles. The quantitative review results reveal the following four points: First, the article publications drastically grew from 2019 to 2022 in its annual trend. Second, the article citations have rapidly grown since 2018. Third, Engineering, Computer Science, and Telecommunications are the top 3 research areas composing the 138 articles. Fourth, it is the top 10 keywords such as 'deep', 'learning', 'smart', 'detection', factory', 'data', 'system', 'manufacturing', 'neural', and 'network' that represent the main contents of the 138 articles published from 2010 to 2023 in deep learning and smart factory. These findings revealed by this quantitative review will be significantly useful for deepening and widening relevant future research on deep learning and smart factory.

A Study on the Factors Affecting Intention on Continuous Use of Mobile Learning in Cyber University (이러닝과 연계된 모바일러닝에서 사이버대학생의 지속사용의도와 영향요인간 구조적 관계 분석)

  • Ju, Young ju;Shin, Eui Kyoung;Ham, Yu Kyoung
    • The Journal of Information Systems
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    • v.23 no.3
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    • pp.47-71
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    • 2014
  • The purpose of the present study is to verify the structural relationship among system quality, information quality, service quality, perceived ease of use, perceived usefulness, satisfaction, intention on continuous use of mobile learning in cyber university. For this study, W cyber university in Korea was chosen to conduct web survey. The subjects were 283 students who participated in W's cyber university courses. A hypothetical model was composed of system quality, information quality, service quality, perceived ease of use and perceived usefulness as exogenous variables, satisfaction and intention on continuous use of mobile learning as endogenous variables. The result of this study through structural equation modeling analysis is as follows: First, information quality only affect satisfaction, Second, perceived ease of use, perceived usefulness and satisfaction significantly affect intention on continuous use of mobile learning. These results imply that information quality should be considered for the design and development of mobile learning contents. Also, perceived ease of use, perceived usefulness and satisfaction is important to enhance intention on continuous use of mobile learning. This study proposes strategies for successful mobile learning in cyber university.