• Title/Summary/Keyword: Learning Contents System

Search Result 1,121, Processing Time 0.029 seconds

Course Management Service in Cyber Learning Systems (사이버교육 시스템에서의 코스 관리 서비스)

  • 이종화
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 1999.11a
    • /
    • pp.322-325
    • /
    • 1999
  • There is a number of national internet web sites which provide educational information services and contents. One of the more important issues in educational services is to offer a set of educational contents of high quality. It is important to develop the instruction-learning efficiency based contents, considering the variety of learners and content types. In this paper, we present the design of a cyber teaming system using distributed learning standard technology. In this cyber teaming system we particularly describe its course management service which allows to users the registration, deletion, modification, contents conversion, and contents learning.

  • PDF

Design and Implementation of u-Learning Hub Site based on Learning Activity Oriented Components (학습활동 중심의 컴포넌트 기반 u-러닝 허브 사이트 설계 및 구현)

  • Park, Chan;Seong, Dong-Ook;Jang, Young-Hee;Lee, Hye-Jin;Yoo, Jae-Soo;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.1
    • /
    • pp.446-454
    • /
    • 2009
  • In this paper, we propose u-learning hub site systems which are designed and implemented based on learning activities oriented components. The proposed systems are composed of component which can process the functionalities for coming into action of learning activities through various devices. Specially, each component is broken into class units by which learning activities of users can be performed on various devices. When users try to connect u-learning system in hub site, the system explores devices of users and connection program and then selects components that are fit to the activities and combines them in realtime. Through the methodology of u-learning hub site, the system proposed in this paper provides u-learning environment so that users can use the learning activity services taking no influence on time, place, devices and programs under the consistent system. That is different to traditional e-learning system which cannot support various devices of users directly.

Effective Image Retrieval for the M-Learning System (모바일 교육 시스템을 위한 효율적인 영상 검색 구축)

  • Han Eun-Jung;Park An-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.5
    • /
    • pp.658-670
    • /
    • 2006
  • As the educational media tends to be more digitalized and individualized, the learning paradigm is dramatically changing into e-learning. Existing on-line courseware gives a learner more chances to learn when they are home with their own PCs. However, it is of little use when they are away from their digital media. Also, it is very labor-intensive to convert the original off-line contents to on-line contents. This paper proposes education mobile contents(EMC) that can supply the learners with dynamic interactions using various multimedia information by recognizing real images of off-line contents using mobile devices. Content-based image retrieval based on object shapes is used to recognize the real image, and shapes are represented by differential chain code with estimated new starting points to obtain rotation-invariant representation, which is fitted to computational resources of mobile devices with low resolution camera. Moreover we use a dynamic time warping method to recognize the object shape, which compensates scale variations of an object. The EMC can provide learners with quick and accurate on-line contents on off-line ones using mobile devices without limitations of space.

  • PDF

Needs Assessment for an Adaptive e-Learning System Applying Rossett's Model (Rossett 모형을 적용한 적응형 이러닝 시스템을 위한 요구 분석)

  • Lee, Jaemu
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.6
    • /
    • pp.529-538
    • /
    • 2014
  • This study was conducted as an need analysis through close and open semi-structured surveys, in order to identify the adaptive elements of the adaptive e-learning system. The study was conducted on students majoring computer education in teacher's college. In terms of the process of the need analysis, Rossett Model was applied. For the research method, responses on the open questionnaire were analyzed. In terms of the analysis method, coding was used to extract the theme of the content, and through the constant comparison method, categorizing took place. As the element that offers adaption in the adaptive learning system, it escapes from the existing learning style, and recognized the importance of providing adaptability for different elements such as the learner's level, learning objectives, and learning contents. Especially, An instructional model was identified as an important element that helps reach rationality as well as efficiently conduct the learning objectives.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
    • /
    • v.18 no.6
    • /
    • pp.766-775
    • /
    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

A Study on the Design and Development of Computer Based Learning and Test System (컴퓨터 평가 기반 학습 시스템 설계 및 개발 연구)

  • HEO, Gyun
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.27 no.4
    • /
    • pp.1160-1171
    • /
    • 2015
  • The purpose of this study is to design and develop a computer based learning and test system, which supports not only testing learner's ability but also learning contents with giving feedback and hint. In order to design and develop a computer based learning and test system, Visual Basic dot Net software is used. The system works in three stages: sequential problem solving stage, randomized problem solving stage, and the challenge stage of pass/fail. The results of this study are as follows: (a) We propose the context of design for the computer based learning and test system. (b) We design and develop items display function with sequential and random algorithm in this system. (c) We design and develop pass/fail function by applying SPRT(Sequential Probability Ratio Testing) algorithm in the computer based learning and test system.

A Design and Implementation of Computer-based Test System (컴퓨터기반 시험 시스템 설계 및 구축)

  • Cho Sung-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.1
    • /
    • pp.1-8
    • /
    • 2005
  • E-learning is the application of e-business technology and services to teaching and learning. It use of new multimedia technologies and Internet to improved the qualify of learning by facilitating access to remote resources and services. In this paper, we show a computer-based test system, which is carefully designed and implemented. The system consists of a contents delivery mechanism, computer-adaptive test algorithm, and review engine. In this papepr, we describe what are points to be considered when design and implementing a computer-based test system. In addition, this paper shows how to control the bias value for computer-adaptive algorithm using real data.

  • PDF

Design and Implementation of Multimedia Mobile Learning System using MSMIL (MSMIL을 이용한 멀티미디어 모바일 학습시스템의 설계 및 구현)

  • Lim, Young-Jin;Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.3
    • /
    • pp.592-599
    • /
    • 2007
  • The advancement of wireless technology improves the electronic learning by combining with the mobile function, and promotes the expanded transition to the mobile learning. Basically, the mobile learning provides the usefulness in terms of tile and space to provide learners with the access to the educational contents. However, the small display device and limited memory space of mobile device is limiting the access to the learning contents simply to the text-based transmission. This paper designed and implemented the multimedia mobile learning system that reduces the size of parser by define into MSMIL composed only of needed tag to multimedia contents production in the mobile devices by using the SMIL that supports the multimedia object synchronization reduces the data of multimedia learning data and enhances the transmission efficiency by applying the macro method in creating the contents of learning. The results of implementation indicates that it simplifies the designing language, makes the language learning easy, and saves the CPU resources for the parsing by reducing the size of parser.

LMS based on Service-Oriented Architecture (서비스 지향 구조 기반 LMS)

  • Chae, Myung-Hun;Kim, Gang-Sik;Jung, In-Bum
    • Journal of Industrial Technology
    • /
    • v.30 no.A
    • /
    • pp.45-47
    • /
    • 2010
  • In legacy e-learning web service, as deployed contents are changed, web services should be changed together. In addition, it can not coordinate and manage the various e-learning services recently emerged. In this paper, an e-learning platform based on Service-Oriented Architecture (SOA) is proposed to solve these problems. We design and implement an e-learning system based on Service abstraction layer concepts. The implemented system can provide the new e-learning services within short development periods.

  • PDF

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
    • /
    • v.10 no.2
    • /
    • pp.113-121
    • /
    • 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.