• Title/Summary/Keyword: Learning media

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A Study on U-Learning (U-Learning에 관한 연구)

  • Park, Chun-Myeong
    • 한국디지털정책학회:학술대회논문집
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    • 2005.06a
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    • pp.605-615
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    • 2005
  • This paper represent a method of U-Learning based on advanced e-Learning. Ubiquitous computing configuration and advanced Information technology. As we know well, the 21th century is called knowledge based informational society. Many scholar stress that the improved 21th century's educational paradigm be able to success based on advanced educational paradigm. Therefore, we discuss the material for e-Learning fields including with necessity, vision, law, quality authorization etc. Also, we discuss the relational technologies including with meta data, standardization, identification etc. Finally, we propose a method for constructing the U-Learning based on advanced e-Learning and Ubiquitous computing configuration.

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A Framework for Open, Flexible and Distributed Learning Environment for Higher Education (개방·공유·참여의 대학 교육환경 구축 사례)

  • Kang, Myunghee;You, Jiwon
    • Knowledge Management Research
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    • v.9 no.4
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    • pp.17-33
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    • 2008
  • This study proposes University 2.0 as a model case of open, flexible, and distributed learning environment for higher education based on theoretical foundations and perspectives. As web 2.0 technologies emerge into the field of education, ways of generating and disseminating information and knowledge have been drastically changed. Professors are no longer the only source of knowledge. Students using internet often become prosumers of knowledge who search and access information through the web as well as publish their own knowledge using the web. A concept and framework of University 2.0 is introduced for implementing the new interactive learning paradigm with an open, flexible and distributed learning environment for higher education. University 2.0 incorporates online and offline learning environments with various educational media. Furthermore, it employs various learning strategies and integrates formal and informal learning through learning communities. Both instructors and students in University 2.0 environment are expected to be active knowledge generators as well as creative designers of their own learning and teaching.

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The Study on the educational technology utilization of E-learning (E-learning의 교육적 기술의 활용에 관한 연구)

  • Kim, Kyung-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.189-191
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    • 2014
  • This paper provides an overview of the E-learning service education on the last decade, In the early 2000's the emphasis of educational technology was on interactive multimedia- stand alone packages on computer hard disks or portable memory, which integrated a range of media forms in the lately. Customers handle finding the best sources of content.The system then uses social signals such as those coming from Facebook, Twitter, LinkedIn, delicious as well as clicks and views. The SNS and network infrastructure is sufficiently mature that the focus should shift to how to use the technology most appropriately to facilitate learning. As we study environmental conditions of the traditional internet and the mobile internet users in some ways. In this paper, analyze the nature of learning, role of educational and suggest alternative policy, innovation of e-learning service and effective e-learning environment in developing technology.

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A Study on Learning Model of Connected Program between High School and University : Focus on Experiment of Information Technology Media Studies (고교-대학 연계 프로그램의 학습형 모델 연구 : 미디어정보통신계열 학과의 경험을 중심으로)

  • Heo, Su-Mi;Choi, Seong-Jin;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.665-676
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    • 2014
  • As the Learning Model (offered major course) of the connected program between high school and college, we conducted a customized education model for second grade high school students with regard to IT. Being based on the latest major trend and practical training within a given period this model has derived the high level of interest and participation from the students. First of all, the first program has focused on the theory and practice. In case of the theory lecture, the new knowledge and practical experiences attracted students' interests. Secondly, the second program mainly consisted of practical training. The basic knowledge through first learning program enabled the students to follow the second course for advanced experiences as well as the variety of new technology. Finally, the survey and evaluation were carried out on the students who finished programs. Most of the students gave answers that both the theory classes and customized practical training were helpful in finding their major and career exploration. The Learning Model of the connected program between high school and college showed that it can be useful not only to extract students' potential ability and good talent but also for university selection and career choices.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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

  • Lee, Jong-Yun
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.1-15
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    • 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 Study on the Harmonizing media for E-learning service in Smart Environment (스마트 환경에서 이-러닝 서비스를 위한 학습 미디어 Harmonizing 기법 연구)

  • Kim, Svetlana;Yoon, Yong-Ik
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.137-143
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    • 2012
  • The learners using learning content through the smart devices can access to the Internet from anytime and anywhere. However, with the rapid increase of learning content on the Web, it will be time-consuming for learners to find contents they really want to and need to study. Therefore, e-learning systems should not only provide flexible content delivery, but support adaptive harmonizing fusion content. The harmonizing fusion content it is a very important in fusion e-learning service. The representative method to provide synchronization between fusion content is a provide absolute time value between of the contents. However, this method is occurs a problem transferring time delay. Also, to enter an absolute time value for the duration of the each content is several problems arise. In this paper introduces a new smart e-smart service support the harmonizing media based technology to create synchronized learning presentation.

The Effects of the Robot Based Instruction on Improving Immersion Learning (로봇활용수업이 학생의 학습몰입 향상에 미치는 효과)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.1-12
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    • 2011
  • This paper is to explore the effects of Robot Based Instruction(RBI) on improving immersion learning. According to our research, we found out that there is significant improvement in learning immersion and there's 9 sub-factors score after RBI was applied. Also from the result that there is no significant difference between male and female students in learning immersion score, we can found that RBI can improve the learning immersion of students regardless of the learner's sex. The result of verification on the learning immersion is difference by subjects showed that there is significant improvement only in korean, science, art subject among 7 subjects. The above-mentioned results are based on as follows two reasons. First, RBI is efficient to improve students' internal motivation and ownership about tasks, and that is related to environment of learning and instruction focused on authentic task and practice. Second, educational advantages of robot media was reflected appropriately in RBI, also appropriate instructional environment for RBI was supported.

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Implementation of Low Cost Interactive WhiteBoard System for Improving Teaching-Learning Environment (교수-학습 환경 개선을 위한 저비용 전자칠판 시스템 구현)

  • Kim, Kyung Yeul;Park, Ji Su
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.9
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    • pp.291-296
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    • 2020
  • With the recent development of IT technology, various digital media to which new information technology is applied are being developed. In classroom lessons, the learning environment centered on lectures has changed to a learning environment in which learners participate. In particular, Interactive WhiteBoard (IWB) are used as an effective digital medium for teacher-learners to collaborate for interaction. However, existing IWB are expensive to purchase and maintain, and provide various and complicated functions to operate the IWB, which imposes a heavy burden on users. In this paper, we develop a low-cost IWB that supports collaborative learning to facilitate interaction in the space where projectors are installed to improve the teaching-learning environment. In addition, it is implemented so that learning activities using the IWB are interlocked and stored in the learning management system.