• Title/Summary/Keyword: e-러닝 플랫폼

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The effects of Padlet use on writing anxiety and strategy use in online English writing learning (온라인 영어쓰기학습에서 Padlet 활용이 쓰기 불안과 전략에 미치는 영향)

  • Im, Hee-Joo;Lee, Young Lim
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.69-75
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    • 2022
  • This study aims to examine how the use of Padlet, an online platform, affects students' English writing anxiety and English writing strategy in online college English writing classes. A total of 64 college students participated in the study and completed the survey including English writing anxiety, English writing strategy and demographic information. For the study, we divided participants into 2 groups, experimental group using Padlet for their writing tasks and control group using college e-learning during a semester. The results showed that students using Padlet used more writing strategies than the students using college e-learning platform. The use of Padlet, however, was not statistically significant on writing anxiety. English writing anxiety was differed by English level, but decreased at the end of semester regardless of English level. The results imply that Padlet is a useful online learning tool for English learners to actively use English writing strategies and even for learners with low English writing proficiency.

A Research of the Compatibility for the HybridApp-Based Smart-Learning Contents in the Heterogeneous Smart Platform (이기종 스마트 플랫폼 상에서의 하이브리드앱 기반 스마트러닝 콘텐츠 호환성에 관한 연구)

  • Kook, Joongjin;Park, Byoung-Ha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.8 no.1
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    • pp.11-16
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    • 2013
  • With the development and general use of a variety of Android/iOS-based smart phones and smart pads, the existing e-learning contents need to be changed in such a way that they can be carried out on different smart device platforms. This paper shows what changes are needed for that aim, and, in particular, for the compatibility of different platforms by designing and implementing Android/iOS-based smart learning contents in the form of a hybrid app. This paper will hopefully help you consider what elements are required to develop smart-learning contents on a variety of platforms for mobile devices.

Development of e-learning support platform through real-time two-way communication (실시간 양방향 소통을 통한 이러닝 학습 지원 플랫폼의 구축)

  • Kim, Eun-Mi;Choi, Jong-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.249-254
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    • 2019
  • The concept of 'Edu-Tech', which is rapidly reorganized around e-Learning, has been spreading along with the development of intelligent information technology according to the fourth industrial revolution such as Artificial Intelligence (AI), Internet of Things (IoT), BigData. Currently, leading companies are conducting online education services, but real-time two-way communication is difficult. In addition, in the case of off-line class, there are many students, and not only the time is limited, but also they often miss the opportunities to ask questions. In order to solve these problems, this paper develops a real - time interactive question and answer management system that can freely questions both on - line and off - line by combining the benefits of offline instant answers and the advantages of online openness. The developed system is a real-time personalized education system that enables the respondent to check the situation of the questioner in real time and provide a customized answer according to the inquirer's request. In addition, by measuring and managing the system usage time in seconds, the questioner and the respondent can efficiently utilize the system.

Suggestions for Advanced YouTube E-learning Service for MZ Generation (MZ세대를 위한 유튜브 이러닝의 고도화 서비스 제안)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.309-316
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    • 2022
  • This study is a study on the YouTube e-learning advanced service plan in the non-face-to-face era. The trends in education change were examined through literature research and prior research, and improvement measures were suggested through online surveys and in-depth interviews. As for the research method, the first online survey was conducted based on the Honeycomb model and the Likert 5-point scale targeting 90 MZ generation who have experience learning on YouTube for a total of 14 days from October 15 to 28, 2021. A second in-depth interview was conducted with 6 people who answered that the frequency of learning through YouTube is high. As a result of the experiment, users thought that there was an improvement point according to the purpose of learning, and they were able to derive elements that felt a problem in common. In addition, I proposed a new YouTube learning platform through additional questions. Through this study, it is expected that YouTube e-learning service reference materials can be used to respond to the post-non-face-to-face era.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

A Study on the Presence Classified by Dimensions through Character Agents on E-Learning (온라인 강의 프로그램의 캐릭터 에이전트를 통한 차원별 프레젠스 연구)

  • Kweon, Sang-Hee;Cho, Eun-Joung
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.123-143
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    • 2009
  • This study examined factors of presence using the experimental method. The design of this study was to analyze presence through the dimensions of character agents(text, voice, 2D, 3D, reality character dimension and gender) for e-learning platforms that used new technology-based content. There were 232 experimental participants in the study. This study was designed to measure their cognitive awareness of presence by agent dimensions in the first level to measure the presence level in the types of users. The results showed that there were significant correlation between types of users and presence. However there were no statistically significant results on dimensions. In addition, there were significant differences on character gender, voice or non-voice, text or non-text and character dimensions.

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Factors Influencing the Online Learning Behaviors of Middle School Students in South Korea (한국 중학생의 온라인 학습 행동에 영향을 미치는 요인)

  • Na, Kyoungsik;Jeong, Yongsun
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.263-285
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    • 2022
  • This study presented the factor analysis on constructing the new factors affecting the middle school students' online learning behaviors from the questionnaires employed among middle school students. A total of 204 students participated and the data were collected in South Korea. The sample of middle school ninth-grade students was selected and used through purposive sampling. Findings from the factor analysis provided evidence for the eight-factor solution for the 35-items accounting for 66.15% of the shared variance. A wide range of factors has been considered to identify students' online learning behaviors. The appropriate experience and use of e-learning in the middle school period is also important as it will be a critical stepstone for future education. This research provides information that has been taken into account for advancing online learning to enhance the quality of e-learning systems for middle school students. The study results provided eight new factors affecting the middle school students' online learning behaviors; that is 1) communication using social media as a learning tool, 2) intention to share information using ICT, 3) addiction of technology, 4) adoption of technology, 5) seeking information using ICT, 6) use of social media learning, 7) information search using ICT, and 8) immersion of technology. This study confirmed that middle school students prefer communication using social media as a learning tool, and value intention to share information using ICT for the most part. The data obtained based on factor analysis can highlight the online learning behaviors towards a mixture of social media learning and ICT to ensure a new educational platform for the future of e-learning. This research expects to be useful for both middle schools of online learning to better understand students' online learning behaviors and design online learning environments and information professionals to better assist students who particularly need digital literacy.

A Study on Development of Customized Education and Training Model Using Online Learning Platform (온라인학습플랫폼을 활용한 맞춤형 교육훈련 모델 수립방안에 관한 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Lee, Sookyoung
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.75-86
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    • 2019
  • Globally, the change in higher education is gradually moving toward a trend that seeks a change in innovative higher education through the revitalization of digital-based education. Accordingly, this study designed a customized education model based on e-learning that can be used in undergraduate education and development of lifelong vocational skills. The use of online learning platforms and the expansion of education are major factors that change the overall higher education system as the form and content of curriculum changes around the world. In order to establish a customized education model using online learning platform, this study analyzed major overseas advanced education cases and selected the basic direction of customized learning as personalized learning, competency based learning, and training for talents leading the 4th Industrial Revolution. Then, FGI was conducted for undergraduate and lifelong vocational ability development experts. As a result, a customized education model using an online learning platform was derived from a degree-type model available in undergraduate education and a non-degree-type model available in the field of lifelong vocational ability development, and each operation strategy was suggested.

Deriving adoption strategies of deep learning open source framework through case studies (딥러닝 오픈소스 프레임워크의 사례연구를 통한 도입 전략 도출)

  • Choi, Eunjoo;Lee, Junyeong;Han, Ingoo
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.27-65
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    • 2020
  • Many companies on information and communication technology make public their own developed AI technology, for example, Google's TensorFlow, Facebook's PyTorch, Microsoft's CNTK. By releasing deep learning open source software to the public, the relationship with the developer community and the artificial intelligence (AI) ecosystem can be strengthened, and users can perform experiment, implementation and improvement of it. Accordingly, the field of machine learning is growing rapidly, and developers are using and reproducing various learning algorithms in each field. Although various analysis of open source software has been made, there is a lack of studies to help develop or use deep learning open source software in the industry. This study thus attempts to derive a strategy for adopting the framework through case studies of a deep learning open source framework. Based on the technology-organization-environment (TOE) framework and literature review related to the adoption of open source software, we employed the case study framework that includes technological factors as perceived relative advantage, perceived compatibility, perceived complexity, and perceived trialability, organizational factors as management support and knowledge & expertise, and environmental factors as availability of technology skills and services, and platform long term viability. We conducted a case study analysis of three companies' adoption cases (two cases of success and one case of failure) and revealed that seven out of eight TOE factors and several factors regarding company, team and resource are significant for the adoption of deep learning open source framework. By organizing the case study analysis results, we provided five important success factors for adopting deep learning framework: the knowledge and expertise of developers in the team, hardware (GPU) environment, data enterprise cooperation system, deep learning framework platform, deep learning framework work tool service. In order for an organization to successfully adopt a deep learning open source framework, at the stage of using the framework, first, the hardware (GPU) environment for AI R&D group must support the knowledge and expertise of the developers in the team. Second, it is necessary to support the use of deep learning frameworks by research developers through collecting and managing data inside and outside the company with a data enterprise cooperation system. Third, deep learning research expertise must be supplemented through cooperation with researchers from academic institutions such as universities and research institutes. Satisfying three procedures in the stage of using the deep learning framework, companies will increase the number of deep learning research developers, the ability to use the deep learning framework, and the support of GPU resource. In the proliferation stage of the deep learning framework, fourth, a company makes the deep learning framework platform that improves the research efficiency and effectiveness of the developers, for example, the optimization of the hardware (GPU) environment automatically. Fifth, the deep learning framework tool service team complements the developers' expertise through sharing the information of the external deep learning open source framework community to the in-house community and activating developer retraining and seminars. To implement the identified five success factors, a step-by-step enterprise procedure for adoption of the deep learning framework was proposed: defining the project problem, confirming whether the deep learning methodology is the right method, confirming whether the deep learning framework is the right tool, using the deep learning framework by the enterprise, spreading the framework of the enterprise. The first three steps (i.e. defining the project problem, confirming whether the deep learning methodology is the right method, and confirming whether the deep learning framework is the right tool) are pre-considerations to adopt a deep learning open source framework. After the three pre-considerations steps are clear, next two steps (i.e. using the deep learning framework by the enterprise and spreading the framework of the enterprise) can be processed. In the fourth step, the knowledge and expertise of developers in the team are important in addition to hardware (GPU) environment and data enterprise cooperation system. In final step, five important factors are realized for a successful adoption of the deep learning open source framework. This study provides strategic implications for companies adopting or using deep learning framework according to the needs of each industry and business.

A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.