• Title/Summary/Keyword: e-Learning Activity

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Research on Using Blog in Web based PBL (웹 기반 PBL에서 블로그 활용에 대한 연구)

  • Choi, Bong-Sun
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.385-393
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    • 2008
  • The purpose of this research is to suggest the direction of using blog in e-PBL. In this research we used blog for supporting individual self-regulated learning activity. We distributed space for individual learning and collaborative learning by using blog and community. 39 students participated during the 16 weeks, which includes 8 weeks of traditional e-PBL and 8 weeks of Blog based e-PBL. We conducted questionnaires and interviews, and analyzed learners' reflection notes. Data show learners feel comfortable with using blog in their independent learning activity. And blog activated learners' reflective activity and motivated their self-regulated learning.

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e-Friendly Personalized Learning

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.4 no.2
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    • pp.12-16
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    • 2012
  • This paper presents a learning framework that fits the digital age - an e-Friendly PLE. The learning framework is based on the theory of connectivism which asserts that knowledge and the learning of knowledge is distributive and is not located in any given place but rather consists of the network of connections formed from experiences and interactions with a knowing community, thus, the newly empowered learner is thinking and interacting in new ways. The framework's approach to learning is based on conversation and interaction, on sharing, creation and participation, on learning not as a separate activity, but rather as embedded in meaningful activities such as games or workflows. It sees learning as an active, personal inquiry, interpretation, and construction of meaning from prior knowledge and experience with one's actual environment.

Development and Distribution of Deep Fake e-Learning Contents Videos Using Open-Source Tools

  • HO, Won;WOO, Ho-Sung;LEE, Dae-Hyun;KIM, Yong
    • Journal of Distribution Science
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    • v.20 no.11
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    • pp.121-129
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    • 2022
  • Purpose: Artificial intelligence is widely used, particularly in the popular neural network theory called Deep learning. The improvement of computing speed and capability expedited the progress of Deep learning applications. The application of Deep learning in education has various effects and possibilities in creating and managing educational content and services that can replace human cognitive activity. Among Deep learning, Deep fake technology is used to combine and synchronize human faces with voices. This paper will show how to develop e-Learning content videos using those technologies and open-source tools. Research design, data, and methodology: This paper proposes 4 step development process, which is presented step by step on the Google Collab environment with source codes. This technology can produce various video styles. The advantage of this technology is that the characters of the video can be extended to any historical figures, celebrities, or even movie heroes producing immersive videos. Results: Prototypes for each case are also designed, developed, presented, and shared on YouTube for each specific case development. Conclusions: The method and process of creating e-learning video contents from the image, video, and audio files using Deep fake open-source technology was successfully implemented.

Design and Implementation of u-Learning Contents Authoring System based on a Learning Activity (학습활동 중심의 u-러닝 콘텐츠 저작 시스템의 설계 및 구현)

  • Seong, Dong-Ook;Lee, Mi-Sook;Park, Jun-Ho;Park, Hyeong-Soon;Park, Chan;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.475-483
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    • 2009
  • With the development of information communication and network technologies, ubiquitous era that supports various services regardless of places and time has been advancing. The development of such technologies have a great influence on educational environments. As a result, e-learning concepts that learners use learning contents in anywhere and anytime have been proposed. The various learning contents authoring systems that consider the e-learning environments have also been developed. However, since most of the existing authoring systems support only PC environments, they is not suitable for various ubiquitous mobile devices. In this paper, we design and implement a contents authoring system based on learning activities for u-learning environments. Our authoring system significantly improves the efficiency for authoring contents and supports various ubiquitous devices as well as PCs.

The Development of the Multimedia Contents for the Fashion Information Analysis (패션 정보 분석 교과목의 원격교육을 위한 이러닝 콘텐츠 개발)

  • Son, Mi-Young
    • The Research Journal of the Costume Culture
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    • v.18 no.1
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    • pp.161-176
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    • 2010
  • This study attempts to develop e-learning contents for the "fashion information analysis," which should be performed in combination of theory and practice in fashion education, in a recent Web-based education environment. The e-learning contents are developed by using the three steps of analysis, design and development. In order to analyze the requirements of curricula, the status and content of fashion information related curricular provided by general universities and cyber universities are analyzed, and then on the basis of this analysis the education objectives and detailed contents of e-learning contents are determined. Design and development of e-learning contents consist of the types, education menus and education form. The types of e-learning contents are developed into an education form combined with tutorial and practice/activity types. The education menus are comprised of syllabic, the profiles of professors and students, announcements, questions and answers regarding respect subjects, materials, and notes. Meanwhile, the education form consists of the following sections: "Before the Learning", "Learning", "Review Questions", "Final Review", "References", and "Practice", "Before the Learning" consists of two parts of a theory lecture that is composed of video clips and Power-Point presentations, and practice that consists of an audio(or video) lecture and illustration or Photoshop software execution window.

Development and Application of Learning Materials of the Construction Unit in 7-B Grade Based on Clairaut's $El{\`{e}}ments$ de $G{\`{e}}om{\`{e}}trie$ (Clairaut의 <기하학 원론>에 근거한 7-나 단계 작도단원의 자료 개발과 적용에 관한 연구)

  • Park, Myeong-Hee;Shin, Kyung-Hee
    • Journal for History of Mathematics
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    • v.19 no.4
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    • pp.117-132
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    • 2006
  • For a meaningful learning of the Construction Unit in 7-B Grade, this study aims to develop teaming materials on the basis of Clairaut's $El{\`{e}}ments$ de $G{\`{e}}om{\`{e}}trie$, which is grounded on a natural generation derived from the history of mathematics and emphasizes students' inquiry activity and reflective thinking activity, and to analyze the characteristics of learning process shown in classes which use the application of teaming materials. Six students were sampled by gender and performance and an interpretive case study was conducted. Construction was specified so as to be consciously executed with emphasis on an analysis to enable one to discover construction techniques for oneself from a standpoint of problem solving, a justification to reveal the validity of construction, and a step of reflection to generalize the results of construction.

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COLMS:Components Oriented u-Learning Management Systems in Ubiquitous Environments

  • Park, Chan;Sung, Dong-Ook;Han, Cheol-Dong;Jang, Yeong-Hui;Lee, Hye-Jin;Yoo, Jae-Soo;Yoo, Kwan-Hee
    • International Journal of Contents
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    • v.5 no.1
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    • pp.15-20
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    • 2009
  • In this paper, we propose u-Learning management systems which are designed and implemented based on learning activities oriented components. The proposed systems are composed of components which can process the functionalities for coming into actions of learning activities. Specially, each component is broken into class units by which learning activities of users can be performed on various devices. When users by to connect the proposed learning management system, the system explores devices of users and the corresponding connection program, and then selects components that are fitted to the activities and combines them in a real-time. Our system provides u-Learning environment so that users can use the learning activity services taking no influence on time, place, various devices and programs. That is different from traditional e-Learning system which cannot support various devices of users directly.

ACTIVITY-BASED STRATEGIC WORK PLANNING AND CREW MANAGEMENT IN CONSTRUCTION: UTILIZATION OF CREWS WITH MULTIPLE SKILL LEVELS

  • Sungjoo Hwang;Moonseo Park;Hyun-Soo Lee;SangHyun Lee;Hyunsoo Kim
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.359-366
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    • 2013
  • Although many research efforts have been conducted to address the effect of crew members' work skills (e.g., technical and planning skills) on work performance (e.g., work duration and quality) in construction projects, the relationship between skill and performance has generated a great deal of controversy in the field of management (Inkpen and Crossan 1995). This controversy can lead to under- or over-estimations of the overall project schedule, and can make it difficult for project managers to implement appropriate managerial policies for enhancing project performance. To address this issue, the following aspects need to be considered: (a) work performances are determined not only by individual-level work skill but also by the group-level work skill affected by work team members, each member's role, and any working behavior pattern; (b) work planning has significant effects on to what extent work skill enhances performance; and (c) different types of activities in construction require different types of work, skill, and team composition. This research, therefore, develops a system dynamics (SD) model to analyze the effects of both individual-and group-level (i.e., multi-level) skill on performances by utilizing the advantages of SD in capturing a feedback process and state changes, especially in human factors (e.g., attitude, ability, and behavior). The model incorporates: (a) a multi-level skill evolution and relevant behavior development mechanism within a work group; (b) the interaction among work planning, a crew's skill-learning, skill manifestation, and performances; and (c) the different work characteristics of each activity. This model can be utilized to implement appropriate work planning (e.g., work scope and work schedule) and crew management policies (e.g., work team composition and decision of each worker's role) with an awareness of crew's skill and work performance. Understanding the different characteristics of each activity can also support project managers in applying strategic work planning and crew management for a corresponding activity, which may enhance each activity's performance, as well as the overall project performance.

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The Effect of e-Learning Application to the Unit of Making Short Trousers in Technology-Home Economics of Middle School (중학교 기술.가정교과의 반바지 만들기 단원에 대한 e-Learning 적용 효과)

  • Jeong, Bok-Hee;Son, Won-Kyo
    • Journal of Korean Home Economics Education Association
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    • v.20 no.2
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    • pp.1-14
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    • 2008
  • This study was performed to evaluate the effect of the e-Learning application on the teaching learning method in Technology-Home Economics of Middle School. For e-Learning of clothing part, diverse teaching programs and contents were reconstructed and provided in cyber-space. Among the uploaded diverse materials including advanced and supplementary materials, students could make a choice which depends on their own levels. Since the results of assignments could be uploaded in cyber-space and easily accessible to all students, the reliablity of estimation was increased and self-directed learning ability was improved. Also, more effective teaching learning activity could be expected through the mutual exchange of opinion between students and teacher, and among students. Besides, counselling and advices on overall aspect of student's life were also possible. The students were generally satisfied to e-Learning instruction. The interest and understanding about clothing part were increased, and the academic attitude and habit were positively changed. Also they responded that e-Learning instruction were very helpful because learning was possible even after school, diverse materials for learning were available, and submitting the results of assignments was very convenient. In conclusion, the application of e-Learning on the teaching learning method was very effective and should be encouraged. The development and supplement of diverse programs and contents will be necessary for more successful e-Learning instructions.

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Design and Implementation of u-Learning Hub Site based on Learning Activity Oriented Components (학습활동 중심의 컴포넌트 기반 u-러닝 허브 사이트 설계 및 구현)

  • Park, Chan;Seong, Dong-Ook;Jang, Young-Hee;Lee, Hye-Jin;Yoo, Jae-Soo;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.446-454
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    • 2009
  • In this paper, we propose u-learning hub site systems which are designed and implemented based on learning activities oriented components. The proposed systems are composed of component which can process the functionalities for coming into action of learning activities through various devices. Specially, each component is broken into class units by which learning activities of users can be performed on various devices. When users try to connect u-learning system in hub site, the system explores devices of users and connection program and then selects components that are fit to the activities and combines them in realtime. Through the methodology of u-learning hub site, the system proposed in this paper provides u-learning environment so that users can use the learning activity services taking no influence on time, place, devices and programs under the consistent system. That is different to traditional e-learning system which cannot support various devices of users directly.