• Title/Summary/Keyword: Learning contents

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A Study on the Effects of Learning Motivation Factors of the Cyber Home Study Contents using Structural Equation Model on Learning Satisfaction and Activation (구조방정식 모형을 이용한 사이버가정학습 콘텐츠의 학습동기요인이 학습만족과 활성화에 미치는 영향에 관한 연구)

  • Yang, Seung-Gu;Baek, Hyeon-Gi
    • Journal of Digital Convergence
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    • v.6 no.2
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    • pp.145-155
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    • 2008
  • The purpose of this research is to investigate the effects of the Cyber Home Learning Motivation Factors on its satisfaction and activation through surveying the actual conditions among the students present at a cyber home learning class. For this study, samples were collected around the end of a term from the students(300 in pilot test and 248 in main test) who were taking Cyber Home Lecture at high school level. Structural equation model by AMOS 5.0 was used to analyze the data. The result of our analysis is summarized as follows. First, the cyber home learning satisfaction has a positive effect on the cyber home learning activation. Second, the 4 factors of the cyber home learning motivation: relevancy, self-confidence and satisfaction has a positive effect on the cyber home learning satisfaction. But the factor 'attention' has no positive effect on the cyber home learning satisfaction. Therefore, the Good Cyber Home Learning Contents should provide the information quality which meets 3 conditions: relevancy, self-confidence and satisfaction.

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Design and Implementation of e-Learn ing System with Dynamic Learn ing Contents Provision and Real-Time Assignment Evaluation (동적인 학습 내용 구성과 실시간 과제물 평가 기능을 가진 e-Learning 시스템의 설계 및 구현)

  • Kim Jung-Sook;Lee Hee-Young
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.5 s.37
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    • pp.323-332
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    • 2005
  • In this Paper, we design and implement an e-Learning system with dynamic learning contents Providing and re-time assignment system. The learner can select the dynamic learning contents Providing environments with test and Quiz Phase according to the learners' characters and interest to improve the learning effects. Also, we develop the real-time assignment system which is composed of multiple choice and essay test and can provide the interaction between teacher and learner immediately.

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The Design and Implementation of a Platform Analyzer Model for Supporting Multi-platform Environment (다중 플랫폼 환경을 지원하기 위한 플랫폼 분석기 모델 설계 및 구현)

  • Chang, Byoung-Chol;Jung, Ho-Young;Lee, Yoon-Soo;Kim, Han-Il;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.225-233
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    • 2008
  • Rapid advancement information and communication technologies has introduced various dimension of e-Learning environment such as u-learning(ubiquitous learning), m-learning(mobile learning) and t-learning(television learning). These technologies enabled learners to access learning contents through variety of devices with more flexibility and consistency. In order to implement learning through these multiple environments, basically it is necessary to acquire and process the platform information that contains properties and status of the web-accessing devices. In this study, we introduce the design and implementation of a Platform Analyzer Model which is essential for learning systems that support multi-platform environment. We also present a Interactive DTV-Centered multi-platform learning environment framework using PC, PDA or Mobile phone. Finally, we will discuss the possibility of the multi-platform learning environment with sample scenario and contents.

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Design and Implementation of Education Contents for Prevention of Child Sexual Violence (아동 성폭력 예방을 위한 교육 콘텐츠의 설계 및 구현)

  • Kim, Hee-joo;Shin, Hye-won;Lee, yoon-ji;Won, Hye-mi;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.179-181
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    • 2017
  • In this paper, we propose the contents of the visual content of the child's own boundaries and implement the contents based on active learning using touch method. The images consist of four modules, each of which consists of content developments, learning concepts, and learning content. The notion of sexual violence is also aimed at fostering awareness that sexual violence is also an extension of the child's safety. Moreover, the learning content of a learning game improves learning outcomes by receiving a 'compliment' if the game succeeds and receives a 'reward' on the game.

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A Study on the Learner's Satisfaction of Computer Practice Classes by applying BL: Focusing on contents and instructor interactions (블렌디드 러닝을 활용한 컴퓨터 실습수업에서의 학습자 만족 연구: 콘텐츠 요인과 교수자 상호작용을 중심으로)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.221-230
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    • 2017
  • BL(Blended Learning) has been presented as a promising alternative learning approach. BL is defined as a learning approach that combines e-learning and face-to-face classroom learning. The adoption of BL in computer practice class is necessary due to the characteristics of computer practice class itself. This study proposes a research model that examines the determinants of learner's satisfaction of computer practice classes in BL environment. Considering the characteristics of computer practices classes contents and instructor interaction were identified as the determinants. The research model is tested using a questionnaire survey of 141 participants. Confirmatory factor analysis (CFA) was performed to test the reliability and validity of the measurements. The partial least squares (PLS) method was used to validate the measurement and hypotheses. The empirical findings shows that contents easiness and contents constructs are the primary determinants of instructor interaction in BL. Instructor interaction was also found to be related to the learner's satisfaction resulting in re-using. The findings provide insight into the planning and utilizing BL in computer practice classes to enhance learner's satisfaction.

The Effect of Web-based Multimedia Contents for a Course of Physical Examination and Health Assessment (웹기반 건강사정 멀티미디어 컨텐츠의 학습효과)

  • O Pok-Ja;Kim Il-Ok;Shin Sung-Rae;Jung Hoe-Kyung
    • Journal of Korean Academy of Nursing
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    • v.35 no.5
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    • pp.810-816
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    • 2005
  • Purpose: This study was to test the effectiveness of Web-based multimedia contents for Physical Examination and Health Assessment on learning achievement. Method: Multimedia contents based on Jung's teaching and learning structure model were used to enhance learning achievement. Learning achievement was measured by the knowledge of Physical Examination and Health Assessment. The participants of this study were students in a BSN and RN-BSN program in a university located in Seoul. 59 students in the experimental group received lectures using web-based multimedia contents and 75 students in the control group received regular lectures. Results: The mean score of the degree of educational achievement in the experimental group(mean=31.09) was significantly higher than in the control group(mean=25.55)(t=-3.883, p=.000). Conclusion: These web-based multimedia contents were found to maximizethe effectiveness of the teaching process when used as a teaching aid, and yet kept the strength of a face to face teaching learning method. This program is recommended as part of a main text, vital teaching aid or cyber lecture materials in nursing schools and in health care educational institutions.

A Effective LMS Model Using Sensing System (센싱기술을 이용한 효과적인 LMS 모델에 관한 연구)

  • Kim, Seok-Soo;Ju, Min-Seong
    • Convergence Security Journal
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    • v.5 no.4
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    • pp.33-40
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    • 2005
  • As e-learning studying is activated, learner's requirement increased. Therefore, need correct e-learning model augmented requirement of learner and new ubiquitous surrounding. In this treatise when, proposed to supplement studying contents relationship conversion service and cooperation studying service function to LMS that analyze existing e-learning model's limitation for ubiquitous environment e-learning model that can study regardless of, ubiquitously some contents and do based on SCORM ubiquitous-network and next generation sensor technology etc. Learning form conversion service senses a learner's surrounding situations and recognize his/her body condition using smart sensor technology and provides the learner with contents in the optimal form. Using sensing projects like Orestia and SOB, users can more effective collaborative learning service.

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A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

A Case Study on the e-Learning contents by student's levels (학습자 수준별 이러닝 콘텐츠 사례 연구)

  • An, Dong-Gyu;Choe, Jeong-Ung
    • 한국디지털정책학회:학술대회논문집
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    • 2006.12a
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    • pp.447-453
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    • 2006
  • In this paper the contention that a case study on the e-learning contents by students' levels. The Key word of the future e-learning contents are student-centered education that considers each student's ability, aptitude, and career choice. The major way to realize this student-centered education is to implement differentiated curriculum by students' levels. Especially, in the off-line class, this method Is very difficult because if superior and inferior classes are established, those who are placed in the inferior class will be hurt, but e-learning is realized that.

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