• Title, Summary, Keyword: Learning Contents

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Development of Learning Strategy e-Learning Contents based on the Storytelling (학습전략 이러닝 콘텐츠 개발 -스토리텔링을 중심으로-)

  • Park, Sung-Mi
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.2
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    • pp.272-285
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    • 2012
  • The purpose of this study was to develop the Learning Strategy e-Learning Contents based on the storytelling in university students. The objective of the Learning Strategy e-Learning Contents based on the storytelling was to increase in learning skill which university students will use to keep major learning during their courses. The Learning Strategy e-Learning Contents was based on the results of pre-research on storytelling and learning skill. In order to verify the effectiveness of the Learning Strategy e-Learning Contents based on the storytelling, it was analyzed to validity of contents by five professionals. The results of the study were as follows. The Learning Strategy e-Learning Contents based on the storytelling for increasing in learning skill of university students consisted of 15 sessions which proceeding a per semester: the starting phase(1-2), the execution phase(3-13), and the ending phase(14-15). The subjects were 20 university students who had randomly assigned to an experimental group(10) and a control group(10). Subjects completed a learning skill scale. Data analyses were conducted using ANCOVA. The results of the analyses revealed that subjects of experimental group showed significantly higher scores on learning skill than one of control group. Based on the above results, it is concluded that the Learning Strategy e-Learning Contents based on the storytelling was effective in improving learning skill of university students.

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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An Analysis of Types and Contents on Mathmatics Learning Application (수학 학습용 애플리케이션 유형 및 내용 분석)

  • Huh, Nan
    • East Asian mathematical journal
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    • v.33 no.4
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    • pp.413-429
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    • 2017
  • This study is a basic study for developing a mathematical learning application program that can be used in smart devices for adaptive learning. We selected 20 mathematical learning applications including middle school contents and analyzed learning types. And we analyzed the contents and the learning process. As a result, most learning types of mathematics learning applications were problem-centered. Contents analysis results showed that the most applications have achievement goals. The factors that induce interest in learning were lacking and feedback was not provided sufficiently. Analysis of the learning process showed that most of the math learning applications were classified according to their purpose and characteristics.

u-Learning DCC Contents Authoring Systems based on Learning Activities

  • Seong, Dong-Ook;Lee, Mi-Sook;Park, Jun-Ho;Park, Hyeong-Soon;Park, Chan;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • International Journal of Contents
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    • v.4 no.4
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    • pp.18-23
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    • 2008
  • 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 has 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 are 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.

A Study on e-Learning Contents Quality (e-learning 컨텐츠 품질에 관한 연구)

  • Kim, Young-Ki;Park, Seong-Taek;Lee, Seung-Jun
    • Journal of Digital Convergence
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    • v.6 no.2
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    • pp.135-143
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    • 2008
  • The remarkable growth of the Internet since mid-l990s has expanded the e-learning market and brought the transformation of educational environments and methodology. It can be said that the e-learning has changed the educational paradigm. Korean government is firmly determined to support the diffusion of e-learning because of the benefits of e-learning. People seem to accept the e-learning when its contents have high quality. A lot of research have been conducted on e-learning, however, it was mostly about user's usage intention, satisfaction and educational effect. It can't seem that sufficient research efforts have been put into figuring out the role of e-learning contents quality in the expansion of e-learning. In this paper, we present the empirical study on the influence of e-learning contents quality on user's satisfaction and educational effect. We conducted an questionnaire survey on college students to collect data and found that the quality of e-learning contents has significant influence on the users' satisfaction.

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The Propose System of Learning Contents using the Preference of Learner (학습 선호도에 의한 학습 콘텐츠 제안 시스템)

  • Jeong, Hwa-Young;Lee, Yun-Ho;Hong, Bong-Hwa
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.477-485
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    • 2010
  • Web based learning systems are operating with various and lots of learning contents. But it is hard to construct learning contents to fit learners when they select learning contents for learning. In this paper, we proposed the recommendation method that can support the learning contents as calculate learner's preference using the learning history information of learner's profile when learner design and compose learning course. In the applying result of this method, we've selected testing learner group and was able to know it can help to learner processing learning by themselves as we've got great learning satisfaction after test.

Development of a Reflective Collaborative Work System for e-Learning Contents Development (e-Learning 콘텐츠 개발을 위한 성찰적 협력작업시스템 개발)

  • Cho Eun-Soon;Kim In-Sook
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.108-115
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    • 2006
  • e-Learning contents are composed of compounding multimedia data. It requires many professionals in contents development stage. The process of e-learning contents development can be seen as a collaborative work. In the perspective of a collaborative work process, the whole process of e-learning contents development would be regarded as collaborative work process for each participant as well as for whole group members. Most of collaborative works in contents development field are widely distributed. Members of work groups require workspaces for sharing information and communicating each other. In addition to workspaces, it also needs to support collaborative reflection such as planning for collaborative work and monitoring for work process. This paper is intended to develop the reflective collaborative work system for e-Learning contents development in order to support the systemic process of e-learning contents development. The reflective collaborative work system is composed of four supportive parts: work flow management, personal workspace, collaborative workspace, and collaborative reflection.

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A Study on e-Learning environment and contents in higher education (고등교육에서의 이러닝 환경 및 콘텐츠 현황에 관한 연구)

  • Kim, Sangwoo;Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.3
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    • pp.103-113
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    • 2018
  • The purpose of this study supports the establishment of national e-learning policy by analyzing e-learning status and current status of higher education. Enhance the competitiveness of higher education through sharing information between universities. And to improve e-learning quality management. We surveyed the current status of e-learning in 341 universities and questionnaires about e-learning content, e-learning application form, e-learning platform status was surveyed through each school's learning management system. As a result, the infrastructure of e-learning, the rate of platforms secured, and the contents are increasing gradually each year; however, still, not all students can receive the services equally. Dedicated servers and learning management systems were secured by more than 70% of general universities. In the current development status of e-learning content, multimedia, animation, and text forms are gradually decreasing, but video contents are increasing every year. Most of the online contents were used in the e-learning contents by application type, and blended learning, flipped learning, and mooc is not yet actively used since they are still in the beginning stage. Learning analysis techniques should be supported in order to easily use online learning contents such as flipped learning and mooc. We suggest that the effectiveness of e-learning should be measured and the current state of learning analysis for customized learning should be done. This study aims to contribute to the improvement of competitiveness of higher education by sharing information about e-learning among universities as a basis for improvement of e-learning policy. Future tasks are to improve the customized learning environment by adding whether the system environment for learning analysis is provided at the time of the survey.

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 Knowledge-based e-Learning Model (지식기반 e-Learning 모델에 관한 연구)

  • Noh, Kyoo-Sung
    • Journal of Digital Contents Society
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    • v.8 no.1
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    • pp.61-68
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    • 2007
  • In order to expand e-Learning and to increase effect of e-Learning, e-learning should be improved more and more. It is achived when reflecting learning planning, teaching method design, well-designed operation, etc. The quality of e-Learning can be influenced by the development method and operational method, and the quality of e-learning can decide teaming effect. That is, the development method(model) of contents influence contents quality, and contents quality decides learning effect. Therefore, this study, analyzing e-Learning models and introducing "Knowledge-based e-Learning Model" which can increase quality of e-Learning, should contibute to achieve e-Learning purpose.

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