• Title/Summary/Keyword: blended e-learning

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Blended Learning Applied Curriculum Design for Nursing Department's Computer-Utilizing Academic Subjects (간호학과의 컴퓨터 활용 교과목 수업을 위한 브랜디드 러닝을 적용한 교과과정 설계)

  • Yoon, Sung-Ja;Kim, No-Whan;Park, Jin-Seob
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.375-384
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    • 2017
  • This paper is intended to provide a good lecture to computer utilizing courses in the Department of Nursing, therefore first analyzes the outlines of relevant qualifying examinations as well as the contents of the textbooks and syllabus that are currently taught in universities, and then design the curriculum by applying blended learning for effective proceedings of computer-utilizing course. The curriculum for computer-utilizing course which this paper suggests is based on blended learning which blends face-to-face classes with e-learning classes, and its two tracks of teaching and practice include weekly core areas, teaching goals, and subjects. Therefore, this curriculum is expected to lead to excellent learning outcomes as it will become a good teaching scheme for teachers and will motivate students to acquire license. and to find employment.

A P2P-Based Experience Learning Support System for U-Learning (U-러닝을 위한 P2P 기반 체험학습 시스템)

  • Choi Seung-Kwon;Hwang Thomas;Cho Yong-Hwan;Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.309-318
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    • 2005
  • Learners show lower cooperation and responsibility at e-Learning(Electronic Learning) than face-to-face learners in class. Accordingly the LMS(Learning Management System) focus on collaborative learning design in order to promote the learner's interaction. In this paper, the Experience Learning Support System with JXTA-based P2P(Peer-to-Peer) architecture is proposed for an effective collaborative learning and a blended learning. It intends learners to develop a self-leading learning ability and a creative problem-solving ability through experience learning object's sharing. The experimental results described that the proposed system was more effective in an enhancing learner's learning ability and a cooperative learning than existing system.

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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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    • v.8 no.3
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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).

The Effects of Web Based Distance Learning upon Learning Achievement: The Moderating Effects of System Interactions (웹 기반 원격교육의 학업성취에 미치는 영향: 시스템 상호작용의 조절효과 관점에서)

  • Kim, In-Jai;Park, Wee-Joan;Go, Wan-Young;Lee, Yeon-Jung
    • The Journal of Information Systems
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    • v.18 no.2
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    • pp.111-126
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    • 2009
  • A high-speed Internet has brought a rapid spread of Web Based Distance Learning(WBDL). Even though the WBDL was considered a new methodology to overcome the limitation of a traditional education, it evolves not as alternatives but as strategic augmenting tools for a traditional face-to-face education. The WBDL systems accommodate diverse services such as e-Learning, e-Mentoring, and Blended Learning in order to give satisfactions to learners and increase the learning effectiveness. This study suggested the WBDL system's and learner's characteristics as two major affecting factors, in which two independent variables were respectively selected. A mediating effect of learning motivation between the independent variables and learning achievement was empirically tested. The interactions between the WBDL sysrem and learners were also tested on the view points of the moderating effects between the learning motivation and the learning achievement. The results showed that the mediating effects of learning motivation and the moderating effects of the system interactions were statistically significant.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
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    • v.18 no.2
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    • pp.47-57
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    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).

A study on analysis for awareness of teachers and students about ubiquitous environment and u-learning in model schools and general schools (Ubiquitous 교육환경과 U-Learning에 대한 시범학교와 일반학교의 교사, 학생의 인지도 분석에 관한 연구)

  • Kim, Dong-Hui;Choi, Jin-Seek
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.179-184
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    • 2005
  • Computer Education form is rapidly growing and has been developed in a variety of forms such as off-line. on-line, multimedia, ICT education . These forms are changed to E-Learning, Blended-Learning and Ubiquitous-Learning. Ubiquitous-Learning model schools have already been running on a national scale according to the policy of the Ministry of Education. In this study, to understand the necessity for the Ubiquitous-Learning and Ubiquitous-Environment, the awareness of the Ubiquitous environment and U-learning in model schools and general schools is analyzed and compared. Through this study, a desirable model about Ubiquitous-Learning and Environment will be explored.

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The Visual Display of Temporal Information for E-Textbook: Incorporating the Mind-mapped Timeline Authoring Tool

  • Lee, HeeJeong;Alvin Yau, Kok-Lim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3307-3321
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    • 2018
  • With the ever-increasing queries related to temporal (or time-related) information, such as the product launching time, in search engine, most web pages will be augmented with such information in the future. Meanwhile, the gradual emergence of the use of electronic textbooks (or e-Textbooks), which enrich the traditional paper-based textbooks with multimedia contents such as interactive quizzes and multimedia-based simulations, has led us to infer that e-Textbooks will be blended with temporal information to support learning. The use of temporal information helps teachers and students to understand the level of prior knowledge required to study a topic, as well as the sequence of learning activities and related sub-topics, that best attains the educational goals. This paper presents a simple yet efficient tool called TimeMap, which is based on mind mapping, to create an e-Textbook called TimeBook that takes account of time-related curriculum and the ability of students to learn via collaboration.

Verification of the Moderating Effect of Course Satisfaction on Learning Presence, and Academic Performance According to Course Delivery Mode

  • Sanghee KIM
    • Educational Technology International
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    • v.24 no.1
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    • pp.29-51
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    • 2023
  • This study examined the moderating effect of course satisfaction with class on the relationship between the mode of course delivery and learning presence and performance in university settings. Results showed that there was a moderating effect of the course satisfaction on the relationship between course delivery mode and learning presence. Specifically, higher satisfaction with instructor's teaching activities was associated with improved learning presence in face-to-face, blended, and online learning, in that order. However, there was no significant moderating effect on academic performance. These findings suggest that universities should consider not only the mode of course delivery and highlight the importance of systematic course design by instructors.

Study of u-PBL Support System Core Value and Design Strategy based on Field Experience Learning (현장체험에 터한 u-PBL 교수지원시스템의 핵심가치 및 설계전략 연구)

  • Kim, Du-Guy;Park, Su-Hong
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.2
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    • pp.180-202
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    • 2012
  • The purpose of this study was to extract an u-PBL support system core value and design strategy based upon field experience learning. To accomplish this the study, first of all, analyzed the core values, design strategy which was selected after needs analysis and literature review of theories and cases regarding the PBL, e-PBL, blended-PBL, Field experience learning based on ubiquitous environment, and learning model based on ubiquitous technology. This study identified the three core values as; systemic support for instructional activity, just in time support for instructional activity and support for interaction facilitation. As further research areas, it might be useful to develop u-PBL instructional support system based upon the model designed from this study. Also, research concerning the verification of the model based upon implementation of the program case might be necessary.

The E-Learning for Practice Training Using Augmented Reality in the College Education (증강현실을 이용한 대학 e-Learning 실습교육)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.40
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    • pp.443-476
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    • 2015
  • The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.