• Title/Summary/Keyword: Learning Contents System

Search Result 1,121, Processing Time 0.029 seconds

The 2D Drawing-Based Authoring Tool for Scientific Inquiry Learning Virtual Environments (과학적 탐구학습 가상환경을 위한 2차원 Drawing 기반 저작도구)

  • Im, Jae-Won;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.13 no.7
    • /
    • pp.1303-1311
    • /
    • 2009
  • This paper describes a new visual VR authoring tool called DEVISE (Drawing Environment for VR-based Inquiry-learning Science Education) which is designed to support scientific inquiry learning. DEVISE allows users with no programming expertise to easily build the science inquiry learning VR contents by using 2D drawing interface to place 3D objects and specify properties of the virtual worlds or objects. This paper first describes the related works of VR authoring tools and inquiry learning virtual environments. It also explains SASILE, an integrated virtual environment system for supporting science inquiry learning, and its problems. Then, it describes DEVISE system components and its workflow, and it discusses the observation results of user evaluations of developing science inquiry-learning VR contents.

Analysis Structure of Educational Software as Presentation Style (자료제시형 교육용 소프트웨어의 구조 분석)

  • Shin, Sao-Bum;Han, Hee-Jeong
    • 한국정보교육학회:학술대회논문집
    • /
    • 2011.01a
    • /
    • pp.83-90
    • /
    • 2011
  • Cyber learning goes up in the quantity of educational contents as informational technology develops in Korea. However some research for the structure of the contents has not been tried to examine its quality. Therefore this research analyzed the most popular cyber learning contents in Korea. They were characterized as "presentational contents". The main research methods are survey and execution of the presentational contents. For the survey, 100 trainee teachers were interviewed. The result of survey is that presentational contents are close to both the tutorial contents type and drill and practice type. On the other hand it is revealed that the response for simulation and game contents type is very rare. The result of the execution for presentation contents recorded high level for frequency of presentation and motivation. To solve these problems, the approach for developing presentational contents should select an appropriate curriculum for cyber learning system and incorporate effective teaching presentation with technology.

  • PDF

The Analysis of On-line Contents Application for Effective Operating Extra-Curriculum in ACHS (방송고 특별활동의 효과적인 운영을 위한 콘텐츠 적용 분석)

  • Chung, Jong-In;Jeong, Young-Sik;Kim, Mee-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.10 no.8
    • /
    • pp.2078-2087
    • /
    • 2009
  • The Air and Correspondence High School (ACHS) has played a key role as an organization of lifelong learning since 1974. However, extra-curriculum in ACHS has not been operated successfully due to lacks of educational supports and on-line contents. So we surveyed demands of the ACHS teachers and students for successful operation of extra-curriculum, found four subjects that students preferred in the developing activity area which is one of extra-curricular activities, and experimentally developed four on-line contents for extra-curriculum. And we also applied the developed on-line contents to the students of Chongju H.S. After the application, another survey and interview were carried out to measure learner's satisfaction, find out problems of learning with on-line contents and suggest the ways of improving extra-curriculum learning system.

A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.1
    • /
    • pp.56-62
    • /
    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

e-Learning Business Models and Critical Success Factors : An Empirical Assessment of e-Learning Firms (e-Learning 비즈니스 모델과 성공요인에 관한 연구)

  • Jeong Dae Yul;Seong Haeng Nam
    • Proceedings of the Korea Association of Information Systems Conference
    • /
    • 2004.11a
    • /
    • pp.431-443
    • /
    • 2004
  • Many e-Learning companies are incorporated for the last five years, but most of them are failed or merged by the other company. The main reasons are the absence of competitive strategies and recognition of critical success factors. There are many researches on the critical success factors of Information System (IS) and Electronic Commerce (EC) . We derived e-Learning success factors from the previous IS and EC researches. We classified the success factors into five dimensions, (1) contents management, (2) learner management, (3) business strategy, (4) organizational support and ability, (5) learning management system (LMS), and each dimension has 9 or more success factors measurement items. We surveyed the perceived importance of the success factors from the manager of South Korea e-Learning firms. The paper categorized the items into two or more factors for each dimension by the exploratory factor analysis. Finally, we conducted one-way ANOVA for each success factors by the business model. As a result, there is different importance level for each success factors by the business model. We concluded that each e-Learning company needs different strategies to their business model.

  • PDF

A Study on the System of Reading Strategy Contents for a Subject Linkage and it's Application to the Content Subject (교과 연계를 위한 독서 전략의 내용 체계와 적용에 관한 연구)

  • So, Byoung-Moon;Song, Gi-Ho
    • Journal of Korean Library and Information Science Society
    • /
    • v.51 no.1
    • /
    • pp.281-303
    • /
    • 2020
  • The purpose of this study is to structure the system of reading strategy contents and seek a subject linkage method through using it. In order to establish the contents of reading strategy, the 2015 Korean High School Revised National Curriculum's contents system and advanced research were looked at. From that curricula, text areas(the types and fields, meaning structure) and cognitive strategy(reading methods and skills) are deduced and categorized. In addition to reading techniques reorganized by referring to worksheets of advanced researches, the system of reading strategy contents was made. As the result of applying it to the learning activities of "he Integrated Society" and "he Integrated Science" a subject linkage to learn the learning contents proposed providing a variety of reading materials related to the subject and running extended reading programs.

The Cultural Contents Cooperation between South-North Korea and Its Political Assignment (남북한 문화콘텐츠 교류와 정책적 접근 방안)

  • Lee, Chan-Do
    • International Commerce and Information Review
    • /
    • v.9 no.3
    • /
    • pp.343-362
    • /
    • 2007
  • Inter-Korean Economic Cooperation needs to a different strategy for developing synergy effects, suggesting they should be selected for role to the unification Korea. In the this paper, Three policy-strategies is suggested as follows. Firstly, Economic Cooperation Driving Committee of Inter-Korean Digital Cultural Content is necessary the recovering of cultual consubstantiality and the operating of business partnership in the divided peninsular. Secondly, To cultural contents cooperation between South-North Korea. the exchange of learning and information must be activated constantly. as the cultural contents is creative industrial, it needs for imagination and creative of human and understanding of a fine arts, a traditional arts. Thirdly, A policy and system is inevitable to construction of Inter Korean Cooperation Digital Contents. South-North Korea, including a North Korea having a excellent cultural heritage, must jointly recovery for cultural contents. Under social-economic system, a consumers of digital contents pay to the format creator many royalty. Therefore, We must prepare to roll out a series of new creative contents, and have competitive advantages in the global market.

  • PDF

Development of Diagram Learning System for e-Learning (e-Learning을 위한 도형학습 시스템 개발)

  • Im, Mi-Ae;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
    • /
    • v.9 no.3
    • /
    • pp.523-532
    • /
    • 2005
  • Moving figures and piling up some boxes are newly the introduced studying contents in the 7th curriculum of mathematics and it will be able to form the sense of space of the students. Against the studying contents for the sense of space formation, the teachers of site speak instruction is very difficult and the student's scores are low. Elementary school mathematics studying which inclusive of figure studying is the most effective when they operate the actual object. But in the school site, the instruction with actual object is very difficult because many reasons. And web based studying data system which is for forming the sense of space the students is not abundant because it started initially. From this dissertation, studying contents will be taken out and web base figure studying system will be designed and embodied. The interaction will be active in the system. Student will be able to understand the principle by the medium of the animation from the system and they can improve their sense of space by the interesting game.

  • PDF

A Study on Super Resolution Image Reconstruction for Acquired Images from Naval Combat System using Generative Adversarial Networks (생성적 적대 신경망을 이용한 함정전투체계 획득 영상의 초고해상도 영상 복원 연구)

  • Kim, Dongyoung
    • Journal of Digital Contents Society
    • /
    • v.19 no.6
    • /
    • pp.1197-1205
    • /
    • 2018
  • In this paper, we perform Single Image Super Resolution(SISR) for acquired images of EOTS or IRST from naval combat system. In order to conduct super resolution, we use Generative Adversarial Networks(GANs), which consists of a generative model to create a super-resolution image from the given low-resolution image and a discriminative model to determine whether the generated super-resolution image is qualified as a high-resolution image by adjusting various learning parameters. The learning parameters consist of a crop size of input image, the depth of sub-pixel layer, and the types of training images. Regarding evaluation method, we apply not only general image quality metrics, but feature descriptor methods. As a result, a larger crop size, a deeper sub-pixel layer, and high-resolution training images yield good performance.

A Web-based Virtual Laboratory System For Electronic Circuit Experiments

  • Kim, Dong-Sik;Seo, Sam-Jun
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2003.10a
    • /
    • pp.1794-1797
    • /
    • 2003
  • We developed a web-based virtual laboratory system for electronic circuit experiments on the client/ server distributed environment. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to electronic circuit experiments and how to operate the experimental equipments such as multimeters, function generators, digital oscilloscopes and DC power suppliers. The proposed virtual laboratory system is composed of four important components: Principle Classroom to explain the concepts and theories of electronic circuit operations, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the Management System every classroom is organically tied together collaborating to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

  • PDF