• Title/Summary/Keyword: 학습자-콘텐츠 상호작용

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Analysis of constraints about using for e-learning in Sports Class (전공체육 강의에서 e-러닝 활용의 제약 분석)

  • Choi, sung-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.410-414
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    • 2009
  • The purpose of this study was to analyze the constraints about using for e-learning in sports class. These class were leisure studies, swimming, soccer, tennis class as a core requirement and address of homepage was http://sunghun.ulsan.ac.kr. The research methods were deep interview, observation, and description of instructor. The results were as follows. First, constraints of students in e-learning were low skill of computer, problem of sharing information, lack of interaction. Second, constraints of instructor in e-learning were confusing of term, lack of recognition, lack of time and skill, considering of co-instructor, and burden of e-learning. Third, structural constraints in e-learning were administrative constraints and technical constraints.

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User Experience(UX) Qualitative Evaluation of Dialogue e-learning contents (대화형 이러닝 콘텐츠에 관한 사용자 경험(UX) 질적 평가)

  • Lee, Youngju
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.623-631
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    • 2020
  • In the era of COVID-19 global pandemic, e-learning has become new standards and daily life in the name of 'new normal'. This study developed dialogue e-learning contents as opposed to monologue e-learning which is unidirectional and instructor centered and conducted qualitative user experience evaluation of dialogue e-learning contents. A total number of 20 adult students participated and were individually interviewed. Qualitative data analysis was performed. The findings include students' positive perceptions of dialogue e-learning contents such as empathy for various ideas and new format. With regard to personal preference, 55% of participants preferred dialogue e-learning contents because it enables them to focus and share real experiences. Meanwhile, in terms of learning effects, 60% participants selected monologue e-learning contents and mentioned adequate explanations of concepts and explicit information delivery. Based on the results, suggestions on the design and development of dialogue e-learning contents were presented.

The effects of e-learning characteristics on e-learner's scholastic performance (이러닝 특성이 학습자의 학업성과에 미치는 영향에 관한 연구)

  • Lee, Heon-Chul;Goo, Bon-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.5
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    • pp.201-209
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    • 2009
  • RThe main object of this study is to stipulate the relation between e-learning characteristics and e-learner's scholastic performance through the integrated study model of perspective of educational technology and information technology. Using e-learning system quality, e-learning contents characteristics and interaction as independent variable, e-learner's scholastic performance as dependent variable and learning motivation as mediator, this study has examined the relationship among these variables. Two hundreds and twelve undergraduates in cyber university participated in the survey and filled out questionnaires related to this study. The main results are as followed. First, content's quality, technical quality and the support of school affairs have a significant effect on the e-learner's scholastic performance. Second, Learning motivation plays a partial mediating role in the relationship between e-learning characteristics and e-learner's scholastic performance. The meaningful implication of this study is that to improve e-learner's scholastic performance, we have to offer e-learners more customized various learning plans, learning contents and interaction between e-learners and e-learning systems.

Study for Mathematics App development for Senior (스마트 기기 활용 시니어 수학 자료 개발 연구)

  • Ko, Ho Kyoung;Lee, Hyeungju
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.309-333
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    • 2016
  • This study is part of app development research based on user centered design which targets silver generation learners. The mathematical contents provided by Senior math application focus on Numeracy issues. In order to finalize the user interface and the mathematical contents which is for developing the mathematic application, teaching experiment was carried out through 9 senior learners. Also CIPP program evaluation model was used for monitoring the result of this teaching experiment. Factors such as 'educational objectives' 'requirement analysis' 'educational environment' 'curriculum' 'learning content' 'learning matter' 'interaction' 'program administration' 'supporting environment' 'satisfaction' 'study result' 'substantiality of learning' were checked and as a result the Senior Mathematic application was developed through these feedbacks.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.

Strategies for Revitalizing E-Learning Through Investigating the Characteristics of E-Learning and the Needs of Distance Learners in the Domestic Universities in Korea (국내 대학 e-러닝의 운영 특징 및 수강자 요구 조사를 통한 활성화 방안)

  • Min, Kyung-Bae;Shin, Myoung-Hee;Yu, Tae-Ho;Kwak, Sun-Hye
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.30-39
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    • 2014
  • The purpose of this study is to suggest the feasible strategies to vitalize e-learning through investigating the characteristics of e-learning and the evaluations of distance learners on online courses in the domestic universities in Korea. First, in order to accomplish this, 10 Universities and 17 Cyber Universities were selected to explore their characteristics and main projects of e-learning for the administration level investigation. Secondly, content analysis of the bulletin board systems(BBS) and in-depth interviews on distance learners in Cyber Universities were conducted for the user level investigation. The results revealed that Universities in Korea were focused on establishing mobile or smart campuses, diversifying online educational contents, enhancing online interactive systems, and educating e-learning system and smart device utilization. However, distance learners reported that mobile e-learning lacked stability when taking online courses despite its convenience for purpose of academic administration. In addition, distance learners requested the social application workshops to improve on their learning experience as well as the interactions among peers. Therefore, it is important to focus more on how to establish the education-oriented e-learning environment rather than how to implement the administrative projects to animate e-learning in the domestic universities in Korea.

A Comparative Study on Learner Satisfaction according to Instructional Mode -Case Analysis of Lecture Evaluation of the Same Course by the Same Instructor (수업 유형에 따른 학습자 만족도 비교 연구 -동일 교수자의 동일 강좌 강의평가 사례 분석)

  • Choi, Im-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.778-787
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    • 2022
  • This study was performed to obtain basic data in relation to instructional design and teaching strategy according to instructional modes. For the purpose of this study, participants evaluated the qualities of the instructions they attended and the results of the evaluation were compared according to 4 instructional modes(content class, online real-time class, online and face-to-face mixed class, and face-to-face class). As a result of the study, there were differences in the evaluation regarding the appropriateness of the course according to instructional modes. That is, satisfaction with lecture progress was lower in the online real-time classes than in content classes, mixed classes, and face-to-face classes. As a result of the descriptive lecture evaluation analysis, in the content class type, students answered that they were satisfied with the easily understandable and interesting explanations. In the case of the online real-time classes, it was found that they were satisfied with thorough preparation and effective communication. In the mixed class type, they said they were satisfied with the systematic class and passionate lecture, and in the face-to-face classes, the pleasure of interaction and the enthusiasm of the instructor were identified as the main reasons for satisfaction. It was analyzed that the satisfaction characteristic commonly derived from the four class types was the enthusiasm of the instructor. The results of this study are expected to provide implications for instructional design and teaching strategy establishment according to each instructional mode.

The effects of affective feedbacks according to the learner's emotions in e-Iearning (이러닝 학습자의 감정 상태에 따른 감성 피드백의 효과)

  • Lee, Seung-Mi;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.125-133
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    • 2007
  • Many researches have tried to introduce affective computing for Human-Computer Interaction (HCI). In the affective aspect, emotional memories significantly affect on people's cognitive processing activities. In this paper, to observe the effect of affective feedback for emotional state of learners in an e-learning environment, selected emotional feedback messages and delivery method are integrated into an e-learning system. Self reporting button for recognizing learner's emotional state are used for detecting learner's emotional states and the test results show that providing affective feedback to learner has positive effects in e-learning environment in terms of learner's academic achievements.

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A Study on the Korean Speaking Activity Utilizing Mobile Learning (모바일 러닝을 활용한 한국어 말하기 활동 방안 연구)

  • Kim, Ji-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.440-451
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    • 2020
  • The purpose of this study is to present a method of Korean speaking activity utilizing mobile learning. It can compensate for the shortcomings of Korean speaking classes. Currently, speaking classes in the Korean as a foreign language site are difficult to interact individually and immediately because there are one professor and several learners. So it is hard for learners to improve their speaking ability in the actual class. However, it is helpful for learners to receive instant and individual feedback and check their pronunciation, intonation and speed. by using mobile learning. Therefore, This study consists of main-activity that can correct their pronunciation, post-activity that can make free dialogues through communication between learner and learner. So learners can improve their pronunciation accuracy and fluency as well as composition of conversation. This activity was applied to the actual class and after that, the satisfaction and opinions of learners were investigated. The results showed that many learners responded positively, but also suggested that they need to supplement mobile-learning activities in classrooms and future APP developments.

Analysis of cooperation between input and output modalities based on MS agent framework (마이크로소프트 에이전트 기반 입출력 모달리티 협력 방식의 분석)

  • Ji, Eun-Ae;Kim, Seung-Dug;Choo, Moon-Won;Choi, Young-Mee
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.367-369
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    • 2006
  • The educational contents could be better off when the visualization, personalized storytelling and interaction are combined and fused in the interface. In this paper, we analyze the specification of I/O cooperation based on MS agent framework. which can be applied to the development of educational contents.

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