• 제목/요약/키워드: Learning with Information

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이러닝시스템의 매체풍부성, 매체유용성, 매체경험이 학습자 만족에 미치는 영향 (The Impacts of Media Richness, Media Usefulness, and Media Experience on the Leaner's Satisfaction with e-Learning Systems)

  • 최수정;강경준;고일상
    • Journal of Information Technology Applications and Management
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    • 제14권2호
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    • pp.27-47
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    • 2007
  • In an effort to apply IT to practices of learning, universities are trying to implement e-Learning systems and expanding the extent of their usage. Nowadays, e-Learning systems are not only used for conducting web-based distance learning, but also used for supporting traditional classes education by encouraging communication and information sharing between instructors and learners or among the learners. There is relatively lack of studies on the exploitation of e-Learning systems in the traditional classes, in comparison with a distance education. Specifically, howe-Learning systems could support the traditional class and/or which benefits e-Learning systems could offer in the classes are among the important issues. In this study, we suggest that e-Learning systems would be the rich media to communicate and exchange information among people who participate in a class. We derive key variables like media richness and media experience from Media Richness Theory and from Channel Expansion Theory. Moreover, Media usefulness and Satisfaction of a learner with e-Learning system is drawn from the literature on IS success. We examine the effects of perceived media richness, media usefulness, and media experience on leaner's satisfaction with e-Learning systems. In addition, we also investigate learner's media usefulness perception which is positively related to media richness and media experience. Finally, learner's experience with e-Learning systems affects perceived media richness. Based on the results of an empirical test. we first suggest that perceived media richness with e-Learning systems contributes to increase media usefulness and satisfaction of a learner. Second, media experience is an important predictor of media richness and media usefulness perception. Consequently, the result can support Channel Expansion Theory. Finally, media usefulness perception affects learner's satisfaction with e-Learning systems.

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Deep Learning Machine Vision System with High Object Recognition Rate using Multiple-Exposure Image Sensing Method

  • Park, Min-Jun;Kim, Hyeon-June
    • 센서학회지
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    • 제30권2호
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    • pp.76-81
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    • 2021
  • In this study, we propose a machine vision system with a high object recognition rate. By utilizing a multiple-exposure image sensing technique, the proposed deep learning-based machine vision system can cover a wide light intensity range without further learning processes on the various light intensity range. If the proposed machine vision system fails to recognize object features, the system operates in a multiple-exposure sensing mode and detects the target object that is blocked in the near dark or bright region. Furthermore, short- and long-exposure images from the multiple-exposure sensing mode are synthesized to obtain accurate object feature information. That results in the generation of a wide dynamic range of image information. Even with the object recognition resources for the deep learning process with a light intensity range of only 23 dB, the prototype machine vision system with the multiple-exposure imaging method demonstrated an object recognition performance with a light intensity range of up to 96 dB.

Teaching-Learning Model for Programming Language Learning with Two-Step Feedback

  • Kwon, Boseob
    • 한국컴퓨터정보학회논문지
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    • 제22권8호
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    • pp.101-106
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    • 2017
  • In this paper, we propose a new teaching-learning model with two-step feedback on programming language learning, which is a basic preliminary learning for programming. Programming learning is aimed at improving problem solving skills and thinking by experiencing problem solving through programming. For programming, the learner must know how to work with the computer and what to do with it. To do this, concrete thinking should be established and described in an accurate programming language. In recent, most studies have focused on the effects of programming learning and have not studied the effects of education on language itself. Therefore, in this study, the teaching-learning model for programming language education is presented and applied to the field, and the results are compared with the existing instructional-teaching model.

A Role-play Approach for Privacy Protection Inspiration of Elementary Students

  • Park, Gwi-Ja;Rhee, Kyung-Hyune
    • 한국멀티미디어학회논문지
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    • 제12권12호
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    • pp.1796-1808
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    • 2009
  • Elementary school students have a little awareness of privacy protection since they do not have many opportunities for systematic education on information and communication ethics. Hence, they are likely to expose their own information to others and sometimes bring on a lot of misuses by using others' information. In this paper, we provide an idea for teaching and learning methods which the elementary school students acquire privacy protection and management methods and raise their practical capabilities. We develop a role play teaching and learning model in connection with various Information and Communication Technology (ICT) activities and establish the instruction plans. Moreover, we apply them to the actual classes at grade five and six of the elementary school students respectively, and finally analyze the results. The proposed teaching and learning method shows that the students participated in a series of learning activities have higher learning effects on awareness of privacy protection than those learned with the conventional methods.

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NCS환경에서 ICT분야 교육에 ARCS 동기이론이 상호작용성과 학습몰입을 통해 학업성취도와 학습전이에 미치는 영향 (NCS academic achievement and learning transfer ARCS motivation theory in ICT in the field of environmental education through interactive and immersive learning)

  • 박동철;권두순;황찬규
    • 디지털산업정보학회논문지
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    • 제11권3호
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    • pp.179-200
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    • 2015
  • Recent national policies National Competency Standards(NCS) to develop teaching-oriented education in the field of industry and learning is taking place. Plan to take advantage of the Internet and multimedia classes, information and communication technology (ICT) for ways to leverage the integration appearing in various forms. The purpose of this study is causal influence on the ARCS motivation theory can determine the basic psychology of human motivation factors and the desires of a typical human nature theory dealing with the psychological needs of interactivity and immersion is learning achievement and learning transfer and to validate the demonstration. By applying information and communication technology sector in the development of learning in information and communication equipment training program modules from a field study conducted at the NCS with a clear empirical and empirical research through the synchronization to the learner and to explore the possibility of generalization.

메타버스 특성요인과 학습 몰입 및 학습 만족도 간의 구조적 관계 분석 : 게더타운을 대상으로 (Analysis of Structural Relationships Among Metaverse Characteristic Factors, Learning Immersion, and Learning Satisfaction: With Gather Town)

  • 김나랑
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.219-238
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    • 2022
  • Purpose The purpose of this study is to investigate the structural relationships between interest, interaction level, presence, which are the characteristics of metaverse, learning immersion, and learning satisfaction, which are learning factors. Design/methodology/approach A questionnaire survey technique was used to achieve the purpose of the study. A questionnaire survey was conducted from November 22 to December 5, 2021, with students with experience in non-face-to-face classes using Gather Town and a total of 114 copies of the questionnaire excluding those with insincere answers were used for empirical analysis. SPSS Win ver.23.0 was used for basic statistical analysis, and AMOS 22.0 was used for the establishment and analysis of a structural equation model. Findings According to the study findings, interest and interaction levels had effects on learning immersion and learning presence, self-efficacy on learning presence, and learning immersion and learning presence on learning satisfaction. This study is meaningful in that it conducted an empirical study to find variables for improving learning immersion by conducting classes based on metaverse. Based on the findings of this study, it was found that interest and interaction, which are the biggest characteristics of metaverse, sustain learning participation and immersion and increase presence thereby enhancing learning satisfaction so that the possibilities of metaverse as a next generation education platform passing the limit of existing real time video platforms can be peeped.

규칙유도기법을 이용한 이러닝 시스템의 재이용의도 영향요인 분석 및 예측에 관한 연구 (A study on the Analysis and Forecast of Effect Factors in e-Learning Reuse Intention Using Rule Induction Techniques)

  • 배재권;김진화;정화민
    • Journal of Information Technology Applications and Management
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    • 제17권2호
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    • pp.71-90
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    • 2010
  • Electronic learning(or e-learning) has created hype for companies, universities, and other educational institutions. It has led to the phenomenal growth in the use of web-based learning and experimentation with multimedia, video conferencing, and internet-based technologies. Many researchers are interested in the factors that affect to the performance of e-learning or e-learning services. In this sense, this study is aimed at proposing e-learning system reuse prediction models in which e-learner intention to reuse influence factors(i.e., system accessibility, system stability, information clarity, information validity, self-regulated efficacy, computer self-efficacy, perceived usefulness, perceived ease of use, flow, and parental expectation) affect e-learner intention to reuse positively. A web survey was conducted for the full members of the e-learning education institute A in Seoul, Republic of Korea, an exclusive e-learning company that provides real time video lectures via the desktop conferencing system. The web survey was conducted for 20 days from November 5, 2009, through the e-learning web site of the company A. In this study, three data mining techniques were used : the multivariate discriminant analysis, CART, and C5.0 algorithm. This study was conducted to provide the e-learning service providers, e-learning operators, and contents developers with marketing and management strategies for improving the e-learning service companies, based on the data mining analysis results.

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상태 공간 압축을 이용한 강화학습 (Reinforcement Learning Using State Space Compression)

  • 김병천;윤병주
    • 한국정보처리학회논문지
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    • 제6권3호
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    • pp.633-640
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    • 1999
  • Reinforcement learning performs learning through interacting with trial-and-error in dynamic environment. Therefore, in dynamic environment, reinforcement learning method like Q-learning and TD(Temporal Difference)-learning are faster in learning than the conventional stochastic learning method. However, because many of the proposed reinforcement learning algorithms are given the reinforcement value only when the learning agent has reached its goal state, most of the reinforcement algorithms converge to the optimal solution too slowly. In this paper, we present COMREL(COMpressed REinforcement Learning) algorithm for finding the shortest path fast in a maze environment, select the candidate states that can guide the shortest path in compressed maze environment, and learn only the candidate states to find the shortest path. After comparing COMREL algorithm with the already existing Q-learning and Priortized Sweeping algorithm, we could see that the learning time shortened very much.

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Design and Development of m-Learning Service Based on 3G Cellular Phones

  • Chung, Kwang-Sik;Lee, Jeong-Eun
    • Journal of Information Processing Systems
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    • 제8권3호
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    • pp.521-538
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    • 2012
  • As the knowledge society matures, not only distant, but also off-line universities are trying to provide learners with on-line educational contents. Particularly, high effectiveness of mobile devices for e-Learning has been demonstrated by the university sector, which uses distant learning that is based on blended learning. In this paper, we analyzed previous m-Learning scenarios and future technology prospects. Based on the proposed m-Learning scenario, we designed cellular phone-based educational contents and service structure, implemented m-Learning system, and analyzed m-Learning service satisfaction. The design principles of the m-Learning service are 1) to provide learners with m-Learning environment with both cellular phones and desktop computers; 2) to serve announcements, discussion boards, Q&A boards, course materials, and exercises on cellular phones and desktop computers; and 3) to serve learning activities like the reviewing of full lectures, discussions, and writing term papers using desktop computers and cellular phones. The m-Learning service was developed on a cellular phone that supports H.264 codex in 3G communication technology. Some of the functions of the m-Learning design principles are implemented in a 3G cellular phone. The contents of lectures are provided in the forms of video, text, audio, and video with text. One-way educational contents are complemented by exercises (quizzes).

유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구 (Study on the Model Development for Experiential Learning with Ubiquitous Everyday English)

  • 백현기;김수민;강정화
    • 디지털융복합연구
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    • 제7권3호
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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