• Title/Summary/Keyword: e-Learning 성과

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A Study on the Strategies for Improving the Accessibility of the Korea Digital Textbook based UDL guidelines (UDL 가이드라인에 따른 디지털교과서 접근성 향상 방안 연구)

  • Jang, Sang-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.13 no.3
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    • pp.65-75
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    • 2010
  • Until now, the ICT have played an important role to overcome various limitations in education. The development of ICT has influenced for the changing methods of teaching and learning such as Computer-based education, Internet-based education, e-Learning. Lately, the expectation of educational evironment's changing is due to developing of the ubiquitous computing technology, it's vigorously going to be studying and implementing digital textbook including the ubiquitous features as mobility, intelligence, personality etc. the UDL is well-known as a strategy for teaching and learning using technology in the USA, first, to try understand the UDL, second, recommand the strategies in order to improve accessibility of korean digital textbook.

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A Prototyping and Classification of Meta Data for Learning Content Management System Development Based on SCORM (SCORM기반의 학습 컨텐츠 관리 시스템 개발을 위한 메타 데이터 분류 및 프로토타이핑)

  • Song, Yu-Jin;Kim, Ji-Young;Kim, Haeng-Kon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.951-954
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    • 2004
  • 최근 디지털 지식기반 사회에 대응하는 교육의 형태로 e-Learning이 교육적 대안으로 급부상하면서, 시스템의 상호 운영성 및 컨텐츠 명세, 활용을 지원하기 위한 표준화에 따른 연구가 국내외에서 급속도로 확산되고 있다. 특히, 국제표준기관에서 제시한 e-Learning 개발 환경을 위한 Learning Technology Standard Architecture(LTSA)와 Sharable Content Object Reference Model(SCORM)을 제정하여 컨텐츠의 사용과 상호 호환을 가능하게 함으로써 e-Learning의 효율성을 증대시키고 산업 시장의 확장을 이룰 수 있다. 또한, 현재 많은 교육관련 업체에서는 SCORM 체계를 기반으로 한 학습 컨텐츠들을 개발하여 제공하고 있다. 따라서, 본 논문에서는 국제 표준 기술인 SCORM을 기반으로 개발된 학습 컨텐츠를 체계적으로 지원하기 위해 컨텐츠 관리 시스템 개발에 대한 기술을 정의하고, 다양한 관점의 컨텐츠 메타 데이터를 식별, 분류함으로써 컨텐츠의 생성과 저장, 검색 나아가 형상관리를 위한 기본 정보로 이용 가능하다. 또한 이들 메타 데이터를 기반으로 한 학습 컨텐츠 관리 시스템의 프로토타이핑을 제시함으로써 재사용성과 유지보수성 향상을 통해 컨텐츠 개발의 용이성과 품질 및 생산성을 높일 수 있다.

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The Effect of Chat GPT's e-Service Quality on Learning Performance through Perceived Value and Innovation (Chat GPT의 e-서비스 품질이 지각된 가치와 혁신성을 통해 학습성과에 미치는 영향)

  • Park Chol-Hoon;Cho Ara;Chae Young il
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.707-719
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    • 2023
  • In the Fourth Industrial Revolution era, AI technologies, such as Chat GPT, have moved beyond assisting to actively analyzing data and providing solutions. This research assessed Chat GPT's e-service quality's influence on perceived value, innovativeness, and subsequent learning outcomes. Findings revealed that while ease of use and responsiveness weren't significant, safety and reliability were positively related to perceived value and innovativeness. A negative correlation was found between trustworthiness and perceived value. Users who saw Chat GPT as valuable and innovative experienced enhanced learning. The study emphasizes the need for guidelines in deploying Chat GPT academically. Given Chat GPT's recent introduction, further nuanced research is necessary.

A Design of Learning Contents Management System using Automated History System (자동화된 이력 시스템을 이용한 학습콘텐츠 관리 시스템 설계)

  • Kim, Nam-Ho;Park, Young-B.;Han, Kyu-Jung;Lee, Crystal
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.313-322
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    • 2008
  • As cyber education using e-Learning system is expanded, various Learning Contents has been created to satisfy the demand of various students. But since it takes long time and spends high cost to create e-Learning contents, it is hard to satisfy the demand of various students. To solve this problem standardizations of the Learning Contents and researches of Learning Contents Metadata are focused in reusability of Learning Contents and information retrieval of Learning Contents. In this paper to improve manageability and retrievability, legacy version control and document management system are introduced. Based on existing version control and document management system, we developed automated history control system. To conveniently provide retrieval, inquiry and integrating of Learning Contents, we researched Learning Contents Management System based on SOA to easily approach with the Learning Contents Management Server which is dispersed on wide area

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Empirical Analysis of the Effect of Avatars on Learner's e-Learning Performance : Emphasis on Trust Transference between Avatars and Contents (아바타가 학습자 이러닝 성과에 미치는 영향에 관한 실증연구:아바타와 학습내용간 신뢰전이를 중심으로)

  • Chae, Seong-Wook;Lee, Kun-Chang;Lee, Keun-Young
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.149-176
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    • 2009
  • In the recent e-learning environment, avatars are often used to help learners get familiar with the contents, which is ultimately to motivate them to study more. Therefore, it is important to investigate whether avatars have actually the desirable effect on users of e-learning materials. Surprisingly, however, no extensive study has been conducted on this crucial issue Accordingly, main objectives this study are summarized as follows. First, we need to gain better understanding of how much learners' trust towards avatars (termed as "avatar trust") is transferred to learners' trust towards e-learning contents (termed as "contents trust"). Second, we need to investigate how much learners' personal relationships with avatars as well as learning behaviors change depending on avatar types (attractive vs. professional) and contents complexity (easy vs. difficult). As described in the study objectives, in order for us to analyze empirical data more systematically, we classified avatar types into two: "attractive" and "professional;" the contents are categorized as either "easy" or "difficult." Therefore, it is essential for this study to build a prototype e-learning website on which our research purpose can be realized and tested effectively with proper avatar types and e-learning contents. For this purpose, we built a prototype e-learning website, in which avatars are invited from currently working avatar instructors used in real-world e-learning websites, and e-learning contents are adapted from real-world contents about Java programming topic, which have been proved to have shown high quality and reliability. Our research method includes questionnaire survey by inviting a number of valid respondents comprised of office workers who are believed to have high demands for the e-learning contents as well as those who have previous experience with avatar instructors. Respondents were given one of the four e-learning experiment conditions (2 avatar types x 2 contents types) on a random basis. Each experimental e-learning condition is framed to have the same quality but different avatar type and content complexity. Then the respondents are asked to fill out the survey form which has questions about avatar trust, contents trust, personal relationships with avatar, and learning behavior, among others. Regarding the constructs used in research model, we based them rigorously on previous studies. For example, we used six constructs such as behavior to give information (BGI), behavior to obtain information (BOI), need for inclusion wanted, need for control wanted, contents trust, and avatar trust. To measure them, 7-Likert scales were used in the questionnaire. E-learning performance was measured indirectly through two constructs such as BGI and BOI. Six constructs used in the research model were adopted and revised from the FIRO-B model suggested by Schutz. Empirical results are as follows: First, professional avatars are more effective for difficult contents, while attractive avatars were not as effective for easy contents. Second, our study results ascertained that avatar trust transfers to contents trust regardless of avatar types and contents complexity.

A Study on Evaluation of e-Learning Education Utilization in Practical Course (실습교과목의 이러닝 교육활용 평가에 관한 연구)

  • Kim, Jin-woo;Joo, Kangwo;Jo, Eunjeong
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.25-33
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    • 2018
  • As the IT industry develops, The field of e-learning based on existing theoretical subjects has expanded to fields requiring actual education. Courses that require practical training in e-learning must be evaluated to have learning outcomes through on-line practice. In this research, a student at Cyber University mechatronics engineering studies 'PLC Control' and 'Servo Motor Control', which are subjects of the undergraduate major, through 'Prime College's CyberLAB' for learning by e-learning investigated whether there was a learning result. For this reason, CyberLAB was conducted. And for the students who took the course for two years, We confirmed through the 5 - point scale questionnaire and grades that the practical subjects had a significant effect on e - learning.

A Study of Technological Standard for Sharing e-Learning Contents among Cyber Universities (원격대학간 콘텐츠 공동활용을 위한 기술 표준화 방안 연구)

  • Lee, June;Seo, YooKyeong;Cho, YongSang
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.87-98
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    • 2003
  • In recent years, e-Learning has taken an important position in the field of education. In turn, as the number of e-Learning contents continue to grow, many institutions are facing difficulty how to cut down the cost for content development and to reuse contents once made for the future courses. On of the way to solve this problem is to create technological standard for e-Learning contents and platform, for which e-Learning experts are actively participating around the world. The purpose of the study was to suggest technological standard for sharing e-Learning contents, especially among cyber universities which were established with the Life-long Education Act. To achieve the research objective, at first, we reviewed literatures related to the e-Learning standard, surveyed content management policies in cyber universities, and then made suggestions what to do for the standardization.

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A Study on the Influential Factors of Intention to Continued Use of e-Learning (이러닝의 특성과 유용성이 지속적 이용의도에 미치는 영향에 관한 연구)

  • Kwon, Sun-Dong;Yun, Suk-Ja
    • Journal of Information Technology Applications and Management
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    • v.17 no.1
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    • pp.35-54
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    • 2010
  • Why does e-Learning service for individuals remain in the early development stage? To find the answers of this question, we adopted usefulness and intention to continued use as dependent variables based on technology acceptance model and inferred convenience, cost-effectiveness, social presence, interactivity, concentration, and procrastination as independent variables based on literature review and interview with e-Learning users. Convenience and cost-effectiveness of e-Learning tend to enhance usefulness and/or intention to continued use, while lack of social presence, interactivity, and concentration of e-Learning and academic procrastination tend to hinder usefulness and/or intention to continued use. To prove this research model, we used a data set collected from the survey. The respondents of survey were the undergraduate students who used voluntarily e-Learning. Data analysis was conducted using 275 respondents by partial least square. The analysis result of causal relation indicated that convenience and cost-effectiveness influenced both usefulness and intention to continued use, and that cost-effectiveness and concentration influenced only intention to continued use. But, interactivity and procrastination did not influence usefulness and intention to continued use.

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The Impact of Interactivity on user Acceptance of e-learning Site (상호작용성 구성요인이 e-learning 사이트 수용의도에 미치는 영향)

  • Gu, Ja-Chul;Shin, Byung-Ho;Suh, Yung-Ho;Lee, Sang-Chul
    • Korean Management Science Review
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    • v.26 no.2
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    • pp.71-89
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    • 2009
  • The purpose of this research is to identify the factors affecting user acceptance of e-learning site. To more precisely explain an individual's behavior of accepting e-learning site, Perceived Interactivity is divided into four components; User Control, Responsiveness, Personalization and Connectedness. This research investigates the causal relationship among four components and basic factors of TAM. This research uses structural equation modeling (SEM) to confirm the validity and analyzes the causal relationship of the suggested model. The results indicates strong support for the validity of proposed model with 54.8% of the variance in behavioral intention to e-learning site. The result finds that all the basic casuality of TAM are significant and most components of Perceived Interactivity are significant. However the path Connectedness to Perceived Ease of Use and User Control to Perceived Playfulness is not significant. Among components of Perceived Interactivity, Personalization is the strongest antecedent of TAM. Perceived Usefulness is the strongest antecedent of behavioral intention of e-learning site.

The effects of computer self-efficacy, self-regulated learning strategy, and LMS quality on e-learner's satisfaction (이러닝 학습자 만족에 영향을 미치는 컴퓨터 자기 효능감, 자기 조절 효능감 및 LMS 품질)

  • Lee, Jong-Ki
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.4
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    • pp.97-106
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    • 2007
  • According to the 2004 Sloan Consortium Report, distance education is the fastest growing sector of higher education. This study suggests a research model, based on an e-Learning success model, the relationship of the e-learner's self-regulated learning strategy, computer self-efficacy, and system quality perception of the e-Learning environment. As a result, perceived usefulness, perceived ease of use, and service quality effect on e-learner's satisfaction. In addition to, self-regulated learning strategy based on computer self-efficacy is also important variable regarding e-learner's satisfaction.

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