• Title/Summary/Keyword: e-Learning 성과

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An e-Book Interface by Providing Visual Information of Hypertext Structure Will be Affect Learning Comprehension and Usability According to Learner's Learning Preferences (하이퍼텍스트의 정보구조를 제공한 e-Book 인터페이스 환경에서 학습자의 정보처리유형이 학업성취도 및 사용편의성에 미치는 효과)

  • Sung, Eun-Mo
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.483-496
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    • 2012
  • The purpose of this study is to examine difference of information processing style on lesson comprehension scores and usability ratings in e-Learning containing visual information structure. To address this goal, 68 university students were participated in this research. They were asked information processing style test, lesson comprehension test, and usability ratings after completed e-Learning lesson. According to the result, there was not significant difference between visual and verbal information process style on lesson comprehension as learn outcomes. However, students who are visual information processing style were significantly higher ratings than students who are verbal information processing style on 4 of 8 usability scales; awareness of lesson structure, awareness of lesson length, ease of navigation, and ease of lesson learning. These result indicate that there will be needed the design of aptitude treatment interaction for e-Book according to information processing style.

Realtime Multimedia e-Learning system research by using expanded SCORM (SCORM 표준 확장을 이용한 실시간 멀티미디어 e-Learning 시스템 연구)

  • Kim, Jung-Hyun;Hwang, Doo-Hong;Lee, Joo-Hwan;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.51-59
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    • 2011
  • In this paper, we propose the standardized idea for learning environment of e-Learning 2.0 (originated from Web 2.0 paradigm) to overcome limitations of current passive e-Learning environment. Because current LMS/ LCMS which manages e-learning systems has the limitation of providing various interactive elements when people use video contents to study, it lacks real-timeness and interactivity between teacher-learner and learner-learner in the operation of video contents and has difficulty in measuring accurate progress rate of learners in the process of teaching-learning. Therefore, we designed multimedia contents(both-way learning requisite) to overcome limitations of current e-Learning system and to maximize the effect of learning of learners so that it makes possible to interact between learners and teachers in realtime. For this, this thesis designs the standardized idea based on expanded SCORM standard which is now used for manufacturing LMS/LCMS, and according to ideas we have proposed, it implements e-learning multimedia environment.

Compiler technology training through a virtual e-learning content programming language (가상 컴파일러 기술을 통한 실습 형 프로그래밍언어 e-learning 콘텐츠)

  • Lee, Ho-Jin;Kang, Hee-Su;Youn, Jun-Su;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.867-870
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    • 2014
  • Currently a number of universities and other educational institutions in the e-learning education system being implemented. Also that there is a demand. However, existing e-learning system has many problems. First, the theory of how the university -centered education and training institutions to adopt e-learning system has become the biggest obstacle. In addition, students can not engage the problem of a one-way lecture. In this paper, the theory -oriented and practice to overcome the one-way river systems programming language will develop e-learning content. Using socket communication and multi-threaded server-side Web browser on the client side through the compiler without installing a separate application installation and environmental learning environment can be unrestricted. Hands- content programming language allows the learner to direct the client-side source code in a web browser by entering the lecture is leading the way. For learners to enter the source code compiled to run on the server side, the compiler provides the learner results. Hands- because the future e-learning content development in e-learning systems will be a major contribution to.

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An Integrative Method of Fault Tree Analysis and Fault Modes and Effect Analysis for Security Evaluation of e-Teaching and Learning System (전자 교수학습 시스템의 보안성 평가를 위한 결함트리분석과 고장유형에 대한 영향분석의 통합적 방법)

  • Jin, Eun-Ji;Kim, Myong-Hee;Park, Man-Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.1
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    • pp.7-18
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    • 2013
  • These days, the teaching and learning system has been increasing for the rapid advancement of the information technologies. We can access education systems of good quality anytime, anywhere and we can use the individually personalized teaching and learning system depending on developing the wireless communication technology and the multimedia processing technology. The more the various systems develop, the more software security systems become important. There are a lot kind of fault analysis methods to evaluate software security systems. However, the only assessment method to evaluate software security system is not enough to analysis properly on account of the various types and characteristic of software systems by progressing information technology. Therefore, this paper proposes an integrative method of Fault Tree Analysis (FTA) and Fault Modes and Effect Analysis(FMEA) to evaluate the security of e-teaching and learning system as an illustration.

The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence (자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과)

  • Myoung-Heo;Sang-woo Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.73-83
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    • 2023
  • This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.

A Study on Analysis and Design of Metadata Model for Intelligent e-Learning System (지능형 학습 시스템을 위한 메타데이터 모형 분석 및 설계 연구)

  • Jang, Jin-Cheul;Hong, Seong-Yong;Yi, Mun-Yang
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.211-217
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    • 2011
  • Recent IT (information technology) environmental changes, such as emerging social network services or increasing user participation in multimedia environment, have made it necessary for e-learning systems to undergo changes in various ways. Metadata is an agreement for interoperability between different systems. The standardization of metadata for e-learning system has been driven by some domestic and international organizations, but applying diverse environmental changes into the design of e-learning metadata is in dire need. In this paper, we present a methodology for the analysis and design of modeling e-learning metadata and elicit the design requirements, on the basis of the metadata standard KEM 3.0, about the elements that are expected to be needed in future e-learning systems. Based on the requirements from the analysis, we present the three-layer model for classifying the requirements by the importance of metadata elements per Kana Model. An intelligent e-learning system is to be developed based on the proposed modeling design, which we hope to influence the development of an international standard in the future.

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The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience (무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석)

  • Yoo, Chul-Woo;Kim, Yang-Jin;Moon, Jung-Hoon;Choe, Young-Chan
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

r-Learning and Educational Information Policies (r-Learning과 교육정보화 정책)

  • Lee, Jong-Yun
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.1-15
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    • 2010
  • The Education has responsibility for predicting the social changes and cultivating global talent which the society needs. The ministry of education, science and technology in govern ment has been the concerns on social educational changes and thus built the '5 31 educational reform policy' in 1995 by the educational reform committee. As a solution of a social change, this paper reviews the three-phase educational information policies, and e-learning and u-learning which are the main technologies in educational information. Also, the technologies of e-learning can be divided into m-learning, t-learning, u-learning, r-learning, game-based learning according to the contents mass media. Among them, this paper introduces the concept of robot-learning, called r-learning, and compares it with u-learning.

A study on self-regulated learning and UDL study model Implementation for e-mentoring system (자기조절학습과 UDL설계 학습모형을 적용한 e-멘토링 시스템 구축에 관한 연구)

  • Lee, Jung-Hun;Woo, Jin-Woon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.91-99
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    • 2011
  • Adult-learners of online education have been distant from studying for a long time and are rather familiar with the old massive education. As a result, despite the excellent ability in self-control learning that results in great academic performances and academic continuity, the learners give up on learning, feeling depressed for not being able to perform their advantage, the self-control learning ability. The study developed a self-control learning model and UDL design learning model in order to establish e-mentoring system. For the analysis on results of the experiment, the researcher extracted academic grade, the rate of re-register, and the amount of total studying time after dividing new students and transfer students of H cyber university into the control group and the experimental group. In conclusion, the results showed that more satisfied the control group is, the higher academic achievements and the higher academic continuity are accomplished.