• Title/Summary/Keyword: Learning information

Search Result 13,760, Processing Time 0.036 seconds

Evolution of Public Library from Information Commons to Learning Commons - The Cases of Japan Public Library - (도서관 정보코먼스에서 러닝코먼스로의 진화 - 일본 공공도서관의 러닝코먼스화 사례를 중심으로 -)

  • Lim, Hyung-Yeon
    • Journal of Korean Library and Information Science Society
    • /
    • v.45 no.3
    • /
    • pp.441-462
    • /
    • 2014
  • The purpose of this study is to analyze the concept of information commons and learning commons that has emerged in recent years, and point out the difference between the two concepts, as well as its implications for public libraries, which get lessons learned from learning commons at Japanese public libraries. To track its evolution to learning commons, the theoretical component of learning commons was analyzed. Based on the reference, a research framework for the case study of learning commons was developed. With IT technology diffusion, libraries have become information commons. However, the main mission of libraries should basically remain as learning. Because of this, libraries which function as information commons should go back to being learning commons, which are primarily places of learning. This research shows that libraries should stress its original basic mission which is learning, beyond being information commons in the Japanese library.

Development of Sound Design Strategies for Promoting Self-regulated Learning Behaviors in Mobile Learning Environments

  • KIM, Taehyun
    • Educational Technology International
    • /
    • v.13 no.1
    • /
    • pp.101-144
    • /
    • 2012
  • Students mostly precede their learning without any direct support of instructor in e-learning and mobile educational environment. Many useful strategies and tools to facilitate self-regulated learning behaviors in e-learning environment have been introduced, yet, the limit has been reached by only suggesting self-regulated strategies with visual information in the most researches. Accordingly, this research is intent to propose the sound design strategies that facilitate learner's self-regulated learning behaviors in mobile learning environment. To achieve the objective of the research, two research questions are presented. First, what are the sound design strategies that facilitate the self -regulated learning behaviors in mobile learning environment?. Second, what are the results of evaluating the developed sound design strategies in terms of facilitating self-regulated learning behaviors?. To solve these research questions, the literature reviews on characteristics of mobile learning, concepts and features of self-regulated learning and sound were done to establish the sound design strategies. Through formative research method targeting instructional designers, sound design strategies were modified and supplemented. The research to validate these was performed and to verify the effect of the derived sound design strategies, the usability test aimed at instructional designer and learners was conducted. The final sound design strategies through this research process were six general design strategies and the sixteen detailed strategies. This research is meaningful because this offers the basic research on sound information design which has been lacking and help upgrade the upper limit of instructional design which mainly focused on visual information in mobile learning environment that shows information in a small screen.

r-Learning and Educational Information Policies (r-Learning과 교육정보화 정책)

  • Lee, Jong-Yun
    • Journal of the Korea Convergence Society
    • /
    • v.1 no.1
    • /
    • pp.1-15
    • /
    • 2010
  • The Education has responsibility for predicting the social changes and cultivating global talent which the society needs. The ministry of education, science and technology in govern ment has been the concerns on social educational changes and thus built the '5 31 educational reform policy' in 1995 by the educational reform committee. As a solution of a social change, this paper reviews the three-phase educational information policies, and e-learning and u-learning which are the main technologies in educational information. Also, the technologies of e-learning can be divided into m-learning, t-learning, u-learning, r-learning, game-based learning according to the contents mass media. Among them, this paper introduces the concept of robot-learning, called r-learning, and compares it with u-learning.

A Review of Deep Learning Research

  • Mu, Ruihui;Zeng, Xiaoqin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.4
    • /
    • pp.1738-1764
    • /
    • 2019
  • With the advent of big data, deep learning technology has become an important research direction in the field of machine learning, which has been widely applied in the image processing, natural language processing, speech recognition and online advertising and so on. This paper introduces deep learning techniques from various aspects, including common models of deep learning and their optimization methods, commonly used open source frameworks, existing problems and future research directions. Firstly, we introduce the applications of deep learning; Secondly, we introduce several common models of deep learning and optimization methods; Thirdly, we describe several common frameworks and platforms of deep learning; Finally, we introduce the latest acceleration technology of deep learning and highlight the future work of deep learning.

The Study on Goal Driven Personalized e-Learning System Design Based on Modified SCORM Standard (수정된 SCORM 표준을 적용한 목표지향 개인화 이러닝 시스템 설계 연구)

  • Lee, Mi-Joung;Park, Jong-Sun;Kim, Ki-Seok
    • Journal of Information Technology Services
    • /
    • v.7 no.4
    • /
    • pp.231-246
    • /
    • 2008
  • This paper suggests an e-learning system model, a goal-driven personalized e-learning system, which increase the effectiveness of learning. An e-learning system following this model makes the learner choose the learning goal. The learner's choice would lead learning. Therefore, the system enables a personalized adaptive learning, which will raise the effectiveness of learning. Moreover, this paper proposes a SCORM standard, which modifies SCORM 2004 that has been insufficient to implement the "goal driven personalized e-learning system." We add a data model representing the goal that motivates learning, and propose a standard for statistics on learning objects usage. We propose each standard for contents model and sequencing information model which are parts of "goal driven personalized e-learning system." We also propose that manifest file should be added for the standard for contents model, and the file which represents the information of hierarchical structure and general learning paths should be added for the standard for sequencing information model. As a result, the system could sequence and search learning objects. We proposed an e-learning system and modified SCORM standards by considering the many factors of adaptive learning. We expect that the system enables us to optimally design personalized e-learning system.

Enhanced Machine Learning Algorithms: Deep Learning, Reinforcement Learning, and Q-Learning

  • Park, Ji Su;Park, Jong Hyuk
    • Journal of Information Processing Systems
    • /
    • v.16 no.5
    • /
    • pp.1001-1007
    • /
    • 2020
  • In recent years, machine learning algorithms are continuously being used and expanded in various fields, such as facial recognition, signal processing, personal authentication, and stock prediction. In particular, various algorithms, such as deep learning, reinforcement learning, and Q-learning, are continuously being improved. Among these algorithms, the expansion of deep learning is rapidly changing. Nevertheless, machine learning algorithms have not yet been applied in several fields, such as personal authentication technology. This technology is an essential tool in the digital information era, walking recognition technology as promising biometrics, and technology for solving state-space problems. Therefore, algorithm technologies of deep learning, reinforcement learning, and Q-learning, which are typical machine learning algorithms in various fields, such as agricultural technology, personal authentication, wireless network, game, biometric recognition, and image recognition, are being improved and expanded in this paper.

Implement of Mobile Learning Contents using u-smart tourist information2.0 (u-스마트 관광정보2.0를 이용한 모바일 학습 콘텐츠 구현)

  • Sun, Su-Kyun;Lee, Seung-Woo
    • Journal of Digital Convergence
    • /
    • v.13 no.9
    • /
    • pp.243-250
    • /
    • 2015
  • Mobile learning content implementing is IT tourism convergence study that IT convergence IT and tourism. Learning to increase the effectiveness of mobile learning content for each learning module, It proposed u-smart tourist information 2.0 systems. Mobile learning content, implementation is u-smart tourist information 2.0 can use the system. Convergence/integration of design patterns and XML is so interesting to students. This is the maximum benefit which is taught classes for each learning module divided into learning the Design Pattern NCS. As a result, the learner. In particular, attendance has come out better the effect of learning and improved. Another advantage is tourism, information content information quality mobile learning content for and construct a tourist information content that you can do in real time. Also, mobile learning content, implementation in the next NCS expected to use a lot of help in learning. This study is the result of increased learning the analysis of the lessons learned. Implement mobile learning content gives fun and interesting to the learner to ten design process using the u-Smart Tourist Information class 2.0.

Management Education by Utilizing the Cyber Education Learning System (웹기반 원격교육시스템을 활용한 경영학 교육)

  • Hong Yong-Gee
    • Management & Information Systems Review
    • /
    • v.5
    • /
    • pp.249-285
    • /
    • 2000
  • This paper discusses management education by utilizing the cyber education learning system in a web-based. New learning system tools offer great promise for a new contents of management learning. The cyber education learning system a shift from face-to-face lecturing to interactive learning. The situation changes profoundly when information technology becomes develope and education paradigm is shift. By exploiting the digital media. educations, and students, managers can shift to a new, more effect cyber education learning system. The following shift from classic educations to cyber educations learning system: from instruction to construction, from teacher-centered to learner-centered, from school to lifelong, from one-size-fits-all to customized, from teacher as transmitter to teacher as facilitator. Cyber education learning system has an important role to play in management education. Web-based technology is regarded as a general solution to cyber education learning. This study discussed many factors of implementation in cyber education systems and provide utilizing the learning system at main, detail functions. Lastly, management implications of these cyber education utilize are discussed in more detail.

  • PDF

Interface Design for E-Learning: Investigating Design Characteristics of Colour and Graphic Elements for Generation Z

  • Nordin, Hazwani;Singh, Dalbir;Mansor, Zulkefli
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.9
    • /
    • pp.3169-3185
    • /
    • 2021
  • The majority of students in higher education institutions are among generation Z. They have always depended on e-learning to support their learning activities. Therefore, higher education institutions should provide an attractive e-learning platform. E-learning interface design should be reviewed frequently to smoothen the interaction between students and the e-learning system. It is because interface design that fulfils generation Z students' preferences and expectations may upsurge their participation in e-learning. However, interface design has continually been condemned and turn out to be part of the problem that contributes to the failure of e-learning. Lack of consideration about generation Z students' preferences towards the interface design of e-learning is the factor that leads to these causes. Therefore, this study focused on identifying design characteristics of colour and graphic elements of e-learning from generation Z students' perception. This research involved a purposive sampling method for questionnaire among students of generation Z. The findings from this study could help e-learning developers to design the interface of e-learning that is suitable for generation Z students that will consider color and graphic as important characteristics.

A Development of A Geography Learning Courseware Based on GIS. (지리정보시스템 기반 지리학습 코스웨어의 개발)

  • Sin, Chang-Seon;Jeong, Yeong-Sik;Ju, Su-Jong
    • The KIPS Transactions:PartA
    • /
    • v.9A no.1
    • /
    • pp.105-112
    • /
    • 2002
  • The purpose of this paper is to develop a courseware based on GIS (Geographic Information System) for improving visual and spatial learning efficiency of geography learning. The existing coursewares are not easy to encourage the learners in learning motivation, because these provide only the visual information using simple texts or imamges to the learners. To overcome these constraints, our courseware using GIS that can support spatial information can control the attribute information of map. In this paper, we define the courseware as the geography learning system. This courseware system enables the learners to take the perfect learning and the repetitive learning through the feedback after evaluating the learning degree. Also using geography learning application modules we implemented, the learners can participate directly in learning as well as search information in WWW.