• 제목/요약/키워드: Teaching and learning methods of e-learning

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공학교육을 위한 블렌디드 러닝의 운영사례 및 교육효과 연구 (A Case Study on Educational Effect and Operation of Blended Learning for Engineering Education)

  • 박형근
    • 실천공학교육논문지
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    • 제15권1호
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    • pp.39-44
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    • 2023
  • 이러닝 교수법의 발전에 따라 대면교육과 이러닝을 혼합한 블렌디드 러닝의 요구가 높아지고 있으며 기존의 대면수업을 대체할 만한 학습효과를 보여주고 있다. 그러나 공학 교과목은 실습과 같은 다양한 학습활동이 이루어지고 있어 기존의 전통적인 블렌디드 러닝으로 운영하기 쉽지 않다. 따라서 공학 교과목에 필요한 학습활동에 따라 기존과는 다른 교수학습설계가 필요로 된다. 본 논문에서는 공학교과목에서 블렌디드 러닝을 위해 교수법 설계 및 운영사례를 소개하고 그 효과를 조사 분석하였다. 학습활동을 이론수업, 실습수업, 퀴즈 및 질의응답, 과제수행 및 풀이 등으로 세분화하고 학습활동에 따라 온라인 동영상, LMS 활용, 대면수업의 교수 학습방법을 적용하였다. 학생들의 수업만족도 조사결과를 보면 공학교과목에서도 블렌디드 러닝은 순수온라인과 대면수업에 비해 만족도가 높게 나타났으며 학습활동별로 차별화된 만족도를 나타내었다.

전문계고 교수-학습 효과성 제고를 위한 학습자 주도형 e-Learning 콘텐츠 모델 개발 및 적용 연구 - 「공업입문」 교과목을 중심으로 - (A Study of Developing and Applying of Learner-leading e-Learning Contents Model for Vacational High school)

  • 김선태
    • 대한공업교육학회지
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    • 제33권1호
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    • pp.44-66
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    • 2008
  • 본 연구는 공업 입문 과목에 적용할 수 있는 학습자 주도형 e-Learning 콘텐츠 체제를 구안하고 그에 맞는 콘텐츠 개발을 목표로 하고 있다. 주요연구 내용은 첫째, 전문계고 교수-학습과정에서 적용할 수 있는 학습자 주도형 e-Learning 콘텐츠 모델 개발 및 적용, 둘째, 학생들의 특성 및 성취 수준에 적합한 스토리 보드 개발, 셋째, 수학능력시험 직업탐구영역의 "공업 입문" 과목 교수학습 콘텐츠 등을 개발하는 것이다. 주요연구 결과로, 학습자 특성 분석을 통해서 "공업입문" 콘텐츠에 적용될 모델로 선형 모델이 선정되었다. 개발된 콘텐츠에 대한 학교 현장의 만족도 조사 결과 이러닝 콘텐츠를 활용한 수업에서 학습자의 79%가 학업성취도 증진에 도움이 되었다고 답변했으나, 19%는 도움이 되지 않았다고 응답하였다. 국가와 교육청, 학교와 교사는 학생들의 자발적 학습 동기 유발을 위한 다양한 e-learning 콘텐츠의 개발과 교수-학습 환경 조건을 갖추어야 할 것이다. 직업교육 효과성 제고를 위해 학생들의 학업 성취동기를 높일 수 있도록 다양한 학습자 주도형 e-Learning 콘텐츠 개발이 필요하다.

e-Learning을 이용한 행성의 운동 개념변화에 대한 연구 (A Study on the Change of the Concept by e-Learning)

  • 강계숙;김의정
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.602-605
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    • 2009
  • 본 연구는 중학교와 고등학교 교과서에 수록된 천문 단원 중 천체운동 관련 학습요소를 추출하여 방위개념, 태양, 지구, 달, 수성과 금성, 화성에 관하여 운동방향과 방위내용에 관한 e-Lerning 프로그램을 적용하여 본교 고등학교 학생들을 대상으로 개념변화를 조사하여 효과를 분석하였고 어려운 프로그램이 아닌 효과적인 수업자료를 제시하고자 한다.

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Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Learning Activities and Learning Behaviors for Learning Analytics in e-Learning Environments

  • Jin, Sung-Hee;SUNG, Eunmo;Kim, Younyoung
    • Educational Technology International
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    • 제17권2호
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    • pp.175-202
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    • 2016
  • Most of the learning analytics research has investigated how quantitative data can affect learning. The information that is provided to learners has been determined by teachers and researchers based on reviews of the previous literature. However, there have been few studies on standard learning activities that are performed in e-learning environments independent of the teaching methods or on learning behavior data that are obtained through learning analytics. This study aims to explore the general learning activities and learning behaviors that can be used in the analysis of learning data. Learning activities and learning behavior are defined in conjunction with the concept of learning analytics to identify the differences between teachers' and learners' learning activities. Learning activities and learning behavior were verified by an expert panel review in an e-learning environment. The differences between instructors and learners in their usage were analyzed using a survey method. As results, 8 learning activities and 29 learning behaviors were validated. The Research has shown that instructors' degree of utilization is higher than that of the learners.

Innovative Technology of Teaching Moodle in Higher Pedagogical Education: from Theory to Pactice

  • Iryna, Rodionova;Serhii, Petrenko;Nataliia, Hoha;Kushevska, Natalia;Tetiana, Siroshtan
    • International Journal of Computer Science & Network Security
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    • 제22권8호
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    • pp.153-162
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    • 2022
  • Relevance. Innovative activities in education should be aimed at ensuring the comprehensive development of the individual and professional development of students. The main idea of modular technology is that the student should learn by himself, and the teacher manages his learning activities. The advantage of modular technology is the ability of the teacher to design the study of the material in the most interesting and accessible forms for this part of the study group and at the same time achieve the best learning results. Innovative Moodle technology. it is gaining popularity every day, significantly expanding the space of teaching and learning, allowing students to study inter-faculty university programs in depth. The purpose of this study is to assess the quality of implementation of the e-learning system Moodle. The study was conducted at the South Ukrainian National Pedagogical University named after K. D. Ushinsky in order to identify barriers to the effective implementation of innovative distance learning technologies Moodle and introduce a new model that will have a positive impact on the development of e-learning. Methodology. The paper used a combination of theoretical and empirical research methods. These include: scientific analysis of sources on this issue, which allowed us to formulate the initial provisions of the study; analysis of the results of students 'educational activities; pedagogical experiment; questionnaires; monitoring of students' activities in practical classes. Results. This article evaluates the implementation of the principles of distance learning in the process of teaching and learning at the University in terms of quality. The experiment involved 1,250 students studying at the South Ukrainian National Pedagogical University named after K. D. Ushinsky. The survey helped to identify the main barriers to the effective implementation of modern distance learning technologies in the educational process of the University: the lack of readiness of teachers and parents, the lack of necessary skills in applying computer systems of online learning, the inability to interact with the teaching staff and teachers, the lack of a sufficient number of academic consultants online. In addition, internal problems are investigated: limited resources, unevenly distributed marketing advantages, inappropriate administrative structure, and lack of innovative physical capabilities. The article allows us to solve these problems by gradually implementing a distance learning model that is suitable for any university, regardless of its specialization. The Moodle-based e-learning system proposed in this paper was designed to eliminate the identified barriers. Models for implementing distance learning in the learning process were built according to the CAPDM methodology, which helps universities and other educational service providers develop and manage world-class online distance learning programs. Prospects for further research focus on evaluating students' knowledge and abilities over the next six months after the introduction of the proposed Moodle-based program.

e-러닝 콘텐츠의 정보제시방식이 교수실재감 및 학업성취도에 미치는 효과 (The Effect of e-Learning Contents' Information Presentation Method on Teaching Presence and Academic Achievement)

  • 김진하;김경희;이성주
    • 컴퓨터교육학회논문지
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    • 제22권3호
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    • pp.79-87
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    • 2019
  • 본 연구는 이중부호화, 매체풍부성, 인지부하의 정도가 다른 e-러닝 콘텐츠가 학습에 미치는 영향을 살펴보고자 실행되었다. 이를 위해 e-러닝 콘텐츠의 학습내용 요약과 설명의 정보제시방식을 정보 양과 종류에 띠라 분류한 후, 교수실재감과 학업성취도에 미치는 영향을 살펴보았다. 요약 제시방식은 텍스트형과 텍스트+그림형으로, 설명 제시방식은 음성형과 음성+영상형으로 구분하였다. 본 연구의 결과는 다음과 같다. 첫째, 요약방식 중 텍스트+그림형의 교수실재감이 텍스트형보다 의의 있게 높았다. 둘째, 설명방식 중 음성형의 학업성취도가 음성+영상형보다 의의 있게 높았다. 셋째, 요약방식과 설명방식 간에 교수실재감과 학업성취도에서 유의미한 상호작용이 있었다.

Relevance of E- Learning and Quality Development in Higher Education

  • Arshi Naim;Sahar Mohammed Alshawaf
    • International Journal of Computer Science & Network Security
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    • 제24권1호
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    • pp.187-195
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    • 2024
  • This is an extended paper explaining the role of E-learning and quality development in the current situation. Amid Covid:19, E-Learning has achieved a new miles stone in imparting education and all levels of institutions have transformed their learning platform from face to face to virtual learning. In this scenario E-Learning is facing two major challenges, first to ensure the ability of computer systems or software to exchange and make use of information on virtual platform (interoperability) and secondly, developing quality learning through e-Learning. To impart learning and teaching (L&T) through E-learning, Middle East University (MEU) has adopted Learning Management Services (LMS) through Blackboard. The university has three types of L&T methods; full online, Blended and Supportive. This research studies the concept, scope and dimensions of interoperability (InT) of E-Learning in MEU then the connection and interdependence between with quality development. In this paper we have described the support and the importance of finest standards and specifications for the objectives of InT of E-Learning and quality development in MEU. The research is based principally on secondary data observed from MEU E-Learning deanship. Also sample of 20 E-Learning experts at MEU were given closed ended as well as semi closed questionnaires for evaluating the assurance of InT of E-Learning and quality development. These experts are mainly certified online facilitators and admin staff. Results provide the verification of application and presence of InT of E-Learning and assured the quality development process in MEU.

Knowledge Management and E-learning for Organizational Culture

  • Gupta, Omprakash K.;Lee, Yuan-Duen;Wang, Yuan-Ching;Tein, Shih-Chun
    • Journal of Information Technology Applications and Management
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    • 제16권1호
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    • pp.137-148
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    • 2009
  • Knowledge management becomes the key point for organizations to survive and maintain competitive advantages in the knowledge economy era. E-learning plays a vital role for the organizational learning. How to share the experience of knowledge and the success of the knowledge management has great connection with the organizational culture. This study focuses on the factors of effective E-learning as well as its relation to the organizational culture. A successful e-learning system should not only aim at different statistical variables but emphasize on : course contents, variety of teaching methods and establishes a stable network environment. A stable E-learning platform and speedy bandwidth is a must to achieve the non-barrier communication and built an interactive learning environment. To achieve success in E-learning, it is not necessary to divide the organizational culture to strengthen the course content multiplication and plans the E-learning supervisory work by the sole responsibility unit. It should establish an ample teaching frequency width and platform and also must establish the appropriate study network frequency width and hardware equipment to achieve the best E-learning effect. The interaction in different organizational culture in adapting E-learning, those Ad-hoc and Marketing Culture, are mostly influence by the external environment and have more interactive content. Those in Clan and Hierarchy Culture are affected by traditional conception and lack of interaction. Meanwhile, under the cost consideration, Clan and Ad-hoc Culture on the dynamic side prefer to spend more cost on E-Learning while the stable side, Hierarchy and Marketing culture are willing to pay more expenses on E-Learning.

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e-Learning에서의 학습환경과 학습자 자기효능감이 학습 유효성에 미치는 영향 (The Influence of Learning Environment and Learners' Self-Efficacy on the Effectiveness in e-Learning)

  • 이웅규;이종기
    • Asia pacific journal of information systems
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    • 제16권1호
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    • pp.1-21
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    • 2006
  • e-Learning can be seen as not only one of Internet-based information technologies which can provide education services but also one of teaching-learning methods which can implement self-directed learning. Thus, for evaluation of e-Learning effectiveness, both information-technology-based learning environment and learners' abilities in self-learning and computer-using should be considered simultaneously. This study suggests a research model for evaluating the effectiveness of e-Learning, which is theoretically based on information systems success model, constructivism and self-efficacy. The model is composed of three parts: effectiveness, learning environment, and learners' self-efficacy. Effectiveness is a part of dependent variables: satisfaction and academic performance. Learning environment and learners' self-efficacy can be considered as two sets of explanation variables for effectiveness. The former consists of learning management system, learning contents, and interactions that are provided bye-Learning and the latter means learners' self-regulated efficacy and computer self-efficacy. We show validity of the model empirically by surveying the college students who have experienced e-Learning. In result, most of all hypotheses suggested in this model are accepted in low significant level.