• Title/Summary/Keyword: 적극적 상호작용

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A Study on Administrator Module Design for Virtual learning System (가상 교육 시스템의 관리자 모듈 설계에 관한 연구)

  • Moon Myung-Ryong;Kim Jeong-Su
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.50-58
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    • 2002
  • The most important point in electronic learning(e-learning) is to gain the learning sympathy by improving interaction among the learners, instructors and operators around instruction contents. But it is necessary for the instructor to have active assistance of an administrator as a supporter and an operator because instructors do not accept all the learner's demands. So, operator's activity is very critical in success of e-learning. In this paper, wamine the theory of constructionism to effectively reflect the characteristic of WWW, and to build up a foundation of the web-based integrated e-learning circumstance. The circumstance is composed of 3 modules of the learner, instructor and the administrator. This aims to coordinate instruction functions in order to improve the effect of learning and to intensify the interaction. This paper presents the design and implementation of an e-learning system which is focused on the administrator's module to effectively support the operator's activity. As a result of this research, the system can be used in building up a variety of e-learning in university, that is, general training course and technical training course.

A Case of Engineering Team Project Execution in Uncontacted Classes (비대면 수업에서 공학 팀 프로젝트 수행 사례)

  • Kim, Eun-Gyung
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.255-264
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    • 2020
  • In the database design course, the team project is a very important process to develop students' database design competencies. In order to carry out team projects smoothly, active interaction between students and the professor as well as collaboration among team members are very important. However, a full uncontacted class was suddenly decides in the first semester of 2020, it was questionable whether it would be possible to effectively manage this course, where team projects to construct database take up a big portion. However team projects were able to proceed without major problems through interaction using real-time video media such as zoom, and discussions, quizzes, and Q&A supported by the online education support system (LMS), and online presentations, mutual evaluations, and so on. This paper shares the experience of managing engineering team projects in uncontacted classes and based on three surveys introduces desirable improving directions of this instruction and some suggestions to improve uncontacted classes overall.

Comparative Analysis of Verbal Interaction between Teachers and Students for the Gifted and the General Science Class in Middle School (중학교 일반학급과 영재학급의 과학수업에서 교사와 학생사이의 언어적 상호작용 비교 분석)

  • Lee, Ji-Hyang;Kim, Dong-Jin;Hwang, Hyun-Sook;Park, Se-Yeol;Baek, In-Hwan;Park, Kuk-Tae
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.721-741
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    • 2010
  • This study was to analyze verbal interactions between teachers and students after observations on teachers' questioning and feedback, students' response types and frequency analysis at middle-school class of average and gifted students. As for the verbal interaction between teachers and students of science class of general students, it was dominant for teachers to utilize questions for summarizing or guiding for textbook contents as they are. They were focused on immediate feedback in a restatement form. The students used simple responses like yes/no in general. The most high frequency of verbal interaction models expressed were in the order of cognitive-memory thinking question-short answer-immediate feedback. On the other hand, teachers of gifted students' science class threw divergent and evaluative thinking questions of open question, such as 'what's the reason?' or 'why is it?' Immediate feedback in explanatory form was mainly provided as well. The level of feedback delay was higher than general class and that of immediate feedback was lower than general class. The students preferred short words or a not-complicated sentence when they replied and their participation was more attentive and positive. Hence, The high frequency of verbal interaction models expressed were in order of cognitive-memory thinking questions-elaborative short answer-delayed feedback.

Studies on the Interrelationship between Critical Success Factors of ERP Adoption (ERP 주요성공요소간의 상호영향관계와 ERP 성과에 미치는 영향)

  • Chang, Hwal-Sik;Ok, Seok-Jae;Park, Kwang-Oh
    • The Journal of Information Systems
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    • v.17 no.1
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    • pp.113-130
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    • 2008
  • 현대의 기업조직들은 역동적 경영환경변화에 직면하고 있다. 이러한 변화에 적응하기 위한 수단으로서, 많은 기업들이 정보기술의 도입을 적극적으로 고려하고 있다. 1990년대 중반에 등장한 ERP(Enterprise Resource Planning: 전사적 자원관리)는 이러한 정보기술의 대표적인 것으로 통합된 데이터베이스에 기초하여 기업의 연계된 업무기능을 지원하는 시스템이다. ERP시스템은 효용 및 효과 대비면에서 많은 장점을 가지고 있기 때문에 현재 우리나라의 많은 기업들이 ERP시스템을 도입하고 있다. ERP에 대한 기존의 연구들은 주로 ERP 도입 성공요소에 관한 내용이 주류를 이룬다. 그러나 이러한 주요성공요소들은 주로 시스템 개발과정의 특성만을 포함하곤 주요성공요소를 몇 개의 범주로 묶어 제시하는데 그 초점을 두고 있기 때문에, 이들 주요성공요소 간에 존재하는 상호영향관계를 충분히 반영하지 못하고 있는 실정이다. 이에 본 연구의 목적은 ERP CSF(Critical Success Factor : 주요성공요소)간에 존재하는 상호영향관계, 그리고 그러한 영향관계가 전체 ERP 성과에 어떤 효과를 가져다 주는가에 대한 총체적인 상호작용에 관한 연구가 부족하기 때문에, 이를 분석하고자 했다. 이 연구의 결과는 다음과 같다. ERP 주요성공요소 간에 존재하는 복잡한 상호영향관계를 실증분석을 통하여 측정하여 이들 간에 상호영향관계 및 선행관계가 있다는 것을 밝혀내었다. 다만, 일반적으로 BPR로 인하여 조직이 많이 변화하면 변화에 대한 사용자의 적응은 떨어질 것으로 생각되지만, 본 연구에서는 이들의 관계는 없는 것으로 밝혀졌다. 조직이 얼마나 많이 변화하였는가보다는 변화관리가 사용자가 적응하는데 더 많이 영향을 미친다고 나타나고 있다. 결국 BPR의 정도 또한 변화관리를 통해서는 사용자의 적응에 간접적으로 유의한 영향을 미치는 것으로 밝혀졌다.

Design of Collaborative e-Learning Environment and Collaborative Learning Agent (협력 e-러닝 학습 환경 구축 및 에이전트 적용 방안)

  • Jang, Ho-Wook;Suh, Hee-Jeon;Moon, Kyung-Ae
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.11-16
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    • 2004
  • e-Learning has been expected as a new educational method and paradigm in knowledge information society. However e-Learning industry has not been in tremendous development on the contrary to people's expectations. Up to present time, collaborative learning is one of the learning approaches that promote active participation and engagement in learning. Learners can set up common goal, accomplish collaborative activity to solve the problem, and achieve individual and group goals while group work. In this paper, we present collaborative e-Learning environment to improve interactions among learners and identify the roles of collaborative learning agent to promote learner's learning activity.

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Active Documents: Another Kind of Program Implying Intention of Form Designers (능동문서: 서식설계자의 의도가 내장된 프로그램)

  • Nam, Chul-Ki;Bae, Jae-Hak;Yoo, Hae-Young
    • Annual Conference of KIPS
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    • 2003.05a
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    • pp.353-356
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    • 2003
  • 인터넷 기반의 많은 응용이 문서중심의 컴퓨팅 모델로 전환되고 있다. 문서는 문서설계자의 의도를 함축하고 있으며 이는 업무처리 과정의 자동화에 적극적으로 활용될 수 있다. 이러한 무서의 본질 파악을 통해 본 논문에서는 문서를 실행 가능한 컴퓨터 프로그램의 시각으로 접근한다. 이를 위해 서식, 데이터, 규칙 그리고, 질의로 구성되는 능동문서 모델을 제시한다. 모델의 각 요소는 문서의 재사용성과 상호 운영성을 위해 XML로 일관되게 표현된다. 능동문서는 사용자 인터페이스를 제공하는 수동적인 역할뿐만 아니라 문서설계자가 의도하는 문서처리 절차와 업무규칙을 기계가 읽고 추론하여 처리할 수 있는 문서이다. 이를 통해 문서와 기계가 상호작용을 할 수 있으며 다른 응용 프로그램과 협력할 수도 있다. 이러한 능동문서의 적용 가능함을 보이기 위해 기업가거래(B2B) 시스템에서 구매주문 처리의 예를 보였다. 요컨대 본 논문에서 제시한 능동문서는 지식표현 및 처리기능이 내장되어 있는 바, 문서중심의 지능적인 응용프로그램 개발을 가속화하는 토대를 마련할 수 있을 것으로 기대한다.

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Analysis on the Current status of e-Learning among Pre-Service Teachers (예비교사의 이러닝 인식 및 사용 교수·학습 전략 실태 분석)

  • Lee, Okhwa;Jo, Miheon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.95-105
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    • 2004
  • It is important to understand how pre-service teachers perceive e-learning because their prior-experience with e-learning will have a great impact on their teaching after the graduation. Pre-service teachers (401 students) with cyber learning experience, which is a form of e-learning, were selected in 2004 in May and June. Survey was conducted regarding the instructional experience (working hours, tasks and evaluation, satisfaction about cyber learning and its academic achievement, difficulties and suggestions) and instructional methods (instructional activities, frequencies of interaction, strategies of interaction, collaborative activities, behaviors in the group instructional activities for knowledge development). The results are pre-service teachers tent to spend similar v slightly less working hours for cyber learning, similar or slightly less satisfaction level for the instruction and the academic achievement. It was interesting that female students were more negative than males students, considering female students have been more active in online discussion traditionally. Logical presentation of contents and instructional strategies for the cyber learning were the most wanting suggestions. E-mails and BBS for reference materials were the two most used functions in the online learning. The amount and types of tasks were satisfactory. Students did not interact freely during the group activities, they reported they did not learn much through the group activity. During the group work, they consider they do their roles with responsibility while they have slightly negative responses toward other members' contribution in the group activity. Off line meeting is strongly suggested.

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Design of the Multi-Modal Media Art Contents using Touch Screen based on Affordance Theory (어포던스 이론 기반 터치 스크린을 이용한 멀티 모달 미디어 아트 콘텐츠의 설계)

  • Lee, Gang-So;Choi, Yoo-Joo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.36-37
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    • 2015
  • 본 논문에서는 전시 공간에서 전시 콘텐츠를 그냥 지나치거나 적극적으로 상호작용하려 하지 않는 관람객의 관심과 흥미를 이끌어 내기 위하여 어포던스(affordance, 행위 유발성) 특성을 반영한 인터랙티브 아트 콘텐츠 설계에 관한 내용을 다룬다. 이를 위하여, 우선, HCI 나 인지심리 영역에서 다루고 있는 어포던스 이론을 고찰하고, 특히 전시 공간에 나타나는 어포던스의 요소를 연구한 기존 연구들 분석하였다. 이를 기반으로 사람들의 행동과 흥미를 유발 시킬 수 있는 전시공간에 적합한 어포던스 기반 멀티 모달 인터페이스 설계 방향을 제시하였다. 또한, 제시된 멀티 모달 인터페이스 설계 특성을 반영하여 터치 스크린을 이용한 멀티 모달 미디어 아트 콘텐츠를 설계 제작하였다.

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The Effect of Affordance of Metaverse Environment on Consumer Participation and Intention to stay (메타버스 환경의 어포던스가 소비자 참여와 체류의도에 미치는 영향)

  • Sang-Lee Cho
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.13-19
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    • 2023
  • This study classified sensory affordances, functional affordances, and perceptual affordances, and verified their effects on consumers' participation and intention to stay in the metaverse. As a result of the study, sensory affordance, functional affordance, and perceptual affordance all had a positive effect on consumer participation, and sensory affordance had the greatest effect. In addition, consumer participation was found to increase the intention to stay. Service companies that provide metaverse platforms will have to pay more attention to realizing virtual space through various senses and physical elements when building a metaverse in order to encourage customers to actively participate in the service process. Since services based on the 4th industry, the participation of consumers needs to be more actively reviewed. From the perspective of affordance, it is expected that the realistic implementation of the metaverse environment and the interaction with various contents or avatars in the space will increase consumer participation.

A Study on Kiosk GUI Design in Fast Food Store for Effective Interaction (효과적인 상호작용을 위한 패스트푸드점 키오스크의 GUI 디자인에 관한 연구)

  • Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1043-1050
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    • 2018
  • As the cconvenience economy of food culture becomes more widespread and the consumption trends for easy and convenient meals grew, every food company is making their various efforts to provide better service. Along with this change, various methods have been allowed for quick and easy ordering. Especially, the introduction of kiosk systems with various merits such as reduction of queues for cashes, saving labor costs, and smoothness of business processes have been actively growing recently. If kiosk system provides not only order but also systematic contents and interface design considering differentiated identity from other companies, brand image enhancement and customer service strategy would be available as well. A kiosk GUI design for effective interactions that provides more usability and satisfaction to users by analyzing the structure and contents of kiosks in fast food stores and GUI designs and investigating usage patterns and design preferences of kiosks through user surveys.