• Title/Summary/Keyword: Learning Contents System

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The Learning Behavior of K-MOOC Learners and K-MOOC Service Recommendations (K-MOOC 학습자의 학습행태 분석 및 서비스 방향성 연구)

  • Ahn, Jun Hoo;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.221-252
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    • 2020
  • According to the participants, the current K-MOOC (Korean Massive Open Online Course) has a few problems, such as too few courses, low content quality, and useless learner management system compared to MOOCs abroad. These problems caused diminished learner motivation. Consequently, the K-MOOC service has recorded a low course completion rate despite high expenses spent to develop the contents and thus requires remedies to fix the issues. This study drew research subjects from a pool of college and graduate students representing the primary users of the K-MOOC. This study limited the research scope to the four categories: motivation, learning experience, recognition, and performance of the Biggs' 3P Learning System Model. Based on the literature review, ten variables were selected and explored how the subjects perceived four categories using the survey questionnaire. This study also examined the relationship between ten variables and generated suggestions for the instructors, course managers, and platform developers to make the K-MOOC better.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

A Study on the Extraction and Integration of Learning Object Meta-data using Web Service of Databases (DBMS의 웹서비스를 이용한 학습객체 메타데이터 추출 및 통합에 관한 연구)

  • Choe, Hyun-Jong
    • Journal of The Korean Association of Information Education
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    • v.7 no.2
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    • pp.199-206
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    • 2003
  • XML is becoming a new developing tool of web technology because of its ability of data management and flexibility in data presentation. So it's well researched that the reusability and integration with learning objects such as text, image, sound, video and plug-in programs of web contents in computer education. But the research for storing, extracting and integrating metadata about learning object was needed prior to implementing online learning system to integrate and manage it. Therefore this study propose a new method of using web service of DBMS for extracting learning object's metadata in database server which located in 3-tier system. To evaluate the efficiency of proposed method, The test server and two DBMSs(MS SQL Server 2000 and Oracle 9i) which have 30 metadata was implemented and the response time of it was measured. The response time of it was short, but in order to using this method the additional programming with SAX/DOM was necessary.

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Teachers' Opinions on Differences of Detail Learning Content According to High School Textbooks - Focused on Utilizing of Definite Integral - (고등학교 교과서 내용 영역별 세부 학습내용 차이에 대한 교사 의견 조사: 정적분의 활용을 중심으로)

  • Yang, Seong Hyun
    • School Mathematics
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    • v.17 no.4
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    • pp.555-570
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    • 2015
  • General and subject guideline for new curriculum are confirmed and plan to announced on September 2015. The development of instructional materials according to them will proceed. Because textbooks have the role and function to determine and control the direction and scope of teaching and learning, Textbook plays a very important role in the situation where teachers and students meet. Thus we get a significant effect depending on the structure of textbook. In this study, we analyzed differences of detail learning content according to high school textbooks focused on utilizing of definite integral. After creating the questionnaire based on it, The survey was conducted targeting for 369 high school mathematics teachers belong to 14 education offices of cities and provinces are polled out by accidental sampling method. Analyzing the results of the survey, We searched various teaching and learning method that arise due to differences of detail learning content according to high school textbooks and thereby it explored the impact on students' mathematics learning. Through this, Our intention is to offer implication about the structure of textbook detail learning contents and to derive the improvements about textbook compilation system.

The Effect to Improvement of Self-Educability through the Development and Application of a Level-Learning Materials Reconstructed Text Book - Simultaneous Equations of the Second Year of Middle School - (교과서를 재구성한 수준별 학습지의 개발과 적용을 통한. 자기학습력 신장에 미치는 영향)

  • 박기석;송원수
    • Journal of the Korean School Mathematics Society
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    • v.3 no.2
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    • pp.69-82
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    • 2000
  • Mathematics is the subject that requires high mental function such as the ability of logically thinking and investigating. Because of the reason there exists much greater difference in students' individual scholastic abilities in mathematics class than in other classes. Recently many schools organize students into two or three level-based mathematics classes according to each student's level to solve the problem. But in spite of its many merits the new system of class organization has some problems. The problem which is pointed out as the most serious thing frequently is that many teachers still use the same textbook and the same teaching method for all students, not considering student's level. Obviously it causes the reduction of students' interest and motivation. In this point of view, I tried to solve such a problem by development and application of level learning materials reconstructed text book according to students' abilities and levels through this research. As the result of the research to examine the changes of students' emotional factors such as the recognition, interest, and attitude which influence on improving self-educability in learning mathematics has occurred, the following conclusion comes out. 1. Through the mathematics class utilizing level learning materials reconstructed textbook, students come to recognize that level learning materials are more effective than uniformed contents of the same textbook and get more active learning attitude. 2 The application of level learning materials in a level-based class has contributed to increasing students' interest in mathematics. Furthermore it was also effective in the positive changes of students' emotional factors such as the recognition, interest, and attitude which influence on improving self-educability in learning mathematics.

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Effects of E-Learning as a Supplementary Learning for Basic Fluid Power Practice (유공압기초실습의 보완학습으로서 E러닝의 효과)

  • Huh, Jun-Young;Jeong, Seong-Won
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.10-15
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    • 2010
  • The subject of basic fluid power practice which is used in various industries requiring factory automation aims at understanding of the composition and operating principles of pneumatic components and programming of electric sequential circuits, building the design ability of pneumatic system. This subject goes by 3 hour classes with theory and practice side by side. So it is not enough time to instruct students various contents related in this subject. In this research a supplementary learing using E-learning is proposed as a solution for this problem. The off-line classes of this subject went with E-learning side by side and analyzed the effects of E-learning as a supplementary learning through the students survey who attended the class. And further needed research is presented.

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Case Study of Flipped-learning on a Basic Engineering Practice (공학전공기초실습에 플립러닝 적용사례)

  • Huh, Jun-young;Han, Soo-min
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.83-89
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    • 2016
  • Flip-learning enables an effective teaching and learning in accordance with the deepening degree of engineering education as a framework that enables learning according to the individual differences of the theoretical aspects, and solving real problems and practice of the learner-centered education through the application of this. The subject of basic fluid power practice which is used in various industries requiring factory automation aims at understanding of the composition and operating principles of pneumatic components and programming of electric sequential circuits, building the design ability of pneumatic system. This subject goes by 3 hour classes with theory and practice side by side. So it has not enough time to instruct students various contents related in this subject. In this study, the instructional design was performed according to the KOREATECH (Korea University of Technology and Education) flip-learning basic model for the effective teaching of 'Basic Fluid Power Practice' in basic engineering practice courses,. And the effectiveness of flip-learning is analyzed through the students survey after performing classes.

Development of mobile, online/offline-linked math learning content to promote group creativity (집단창의성 발현을 위한 모바일, 온/오프라인 연계 수학 학습 콘텐츠 개발)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.1
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    • pp.39-60
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    • 2022
  • In this study, in order to support the expression of group creativity of high school students, we developed mathematics learning contents linked with mobile and online/offline that obtain the maximum and minimum values of the function within a limited range. This learning content was developed in connection with the 'environment', a cross-curricular learning topic. We explored the concept of group creativity in school mathematics. Its manifestation process, elements of group creativity expression process, and mobile and on/offline implementation functions were also explored. Then, we developed a hybrid app, 'Making the Best Box that Thinks of the Earth', which can express group creativity through mobile and online/offline-linked cooperative learning. A learning management system (LMS) and a teaching and learning guidance plan were also developed to efficiently operate mobile and online/offline-linked math learning using the app in schools. Our study found that the hybrid app, 'Creating the Best Box that Thinks of the Earth', was suitable for promoting collective fluency and collective sophistication based on complementary-metacognitive interaction.

Curriculum Developments of Geospatial Information Studies for the Cyber University (공간정보 분야의 원격대학 교육과정 개발)

  • Seo, Dong-Jo;Lee, Sung-Kyun
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.912-922
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    • 2009
  • By 'National GIS Plan', various strategies and programs have been carried out for the professional training in the fields of geospatial information. The e-learning can make it possible to develop and manage the adaptable curriculums, to maximize the effect of the practical exercises, and to establish the cooperative systems with the industries. In this study, curriculums of the geospatial fields were developed and suggested for the cyber universities. These curriculums were divided into three stages, fundamentals, applications, and advances, and into three tracks, system development and construction, mapping and geospatial data construction, and practice and application, based on the current demands in geospatial industries. Owing to be the modularized structure, proposed curriculums would be easily adapted and updated to the change of the new demands.

Design and Development of a Language-based Mathematics-Educational Authoring Tool using Cooperative Work among Learners (학습자간 협력작업을 이용한 수학교과용 언어기반 저작도구의 설계 및 개발)

  • Kim, Yong-Beom
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.268-275
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    • 2008
  • Providing appropriate and cooperative work among learners is an essential factor of a successful educational authoring system. Although from the viewpoint of beginning authors, many authoring functions are employed in existing authoring tool, there has been little research to solve authoring difficulties by companion's assist and to keep pace with learning. Therefore, in this paper, we designed and developed a educational authoring tool using mathematical language and cooperative work among learners, verified the validity. The authoring tool proposed has key features to hide authoring handicaps and keep pace with learning and cooperate with each other by using networked and language-based authoring tool.