• Title/Summary/Keyword: 학습자-콘텐츠 상호작용

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Perspectives on Learning English of Korean·Chinese·Japanese Students in an English Department in Korea (국내 영어학과 수업 내 한·중·일 학생들의 영어 학습에 관한 인식)

  • Lee, Younghwa;Kim, Seon Jae
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.650-659
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    • 2015
  • This study reports on the perspectives of Korean Chinese Japanese students (KS CS JS) on learning English at multi-cultural classrooms in Korea. The participants were 32 KS, 10 CS, and 14 JS in EFL writing classes, and the data comprised open-ended questionnaires and interviews. In analyzing the data, 'Intentional content analysis' and 'Critical discourse analysis' were adopted. The findings show that the learning of English in Korea was supported by 80% of JS, 71.9% of KS, and 50% of CS. The highest satisfaction of JS was caused by rich interactions with others. English speaking was the most difficult area for all the groups. Whereas KS (43.8%) used only Korean, CS and JS used both English and Korean for communication. Most KS (78.1%) hesitated to socialize with foreign students despite their wishes. These findings suggest that a variety of programs should be developed so that students share different cultures and use more English in the multi-cultural Korean context.

Analysis of the Quality of Distance Education Contents in Pursuit of Better Educational Effectiveness (원격교육의 효과성 향상을 위한 콘텐츠 품질수준 분석)

  • Kim, Ja-Mee;Kim, Yong;Lee, Won-Gyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1838-1844
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    • 2010
  • In distance education, contents are to convey what to learn to learners, and the efficient quality assurance of contents is the very first step to the enhancement of distance education. Most studies of the quality assurance of contents have mostly centered around the development of evaluation tools, and few studies have ever focused on analysis of the quality of contents itself, since it's not easy to do that due to difficulties in the selection of evaluatees or of contents to be analyzed. The purpose of this study was to analyze the quality of 58 distance education contents of on-the-job training and another training for the acquisition of qualifications. As a result, the contents of the learning contents segment ranked first. Among the components of each segment, there was room for improvement in the level of learning and learning elements in the learning contents segment. In terms of instructional design, the quality of interaction components should be taken to another level to boost the quality of contents in this segment. The findings of the study are expected to give some suggestions about which parts of contents should be improved in quality from a perspective of contents developers or suppliers to enhance the overall quality of contents.

Web based PBL Teaching·Learning Development Model for Medical Education (의료정보 교육을 위한 웹기반 PBL 교수·학습 콘텐츠 개발 모형)

  • Choo, Hyun-Jae;Park, Joo-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.246-254
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    • 2010
  • Recent changes in medical environment are based on technology such as internet. As most hospitals require the change and the adaptation of medical, medical information experts are more needed. In this study, we developed web based PBL model and applied it to the students majoring in medical information system. The developed web-PBL model focuses on learner's online learning activities to enhance collaborative learning and self-directed learning by using online learning tools. At the result of the research, We found that the students' course evaluation somewhat increased compared to the previous class and the students positively perceived on PBL model. Moreover, this study showed that using blog as a online learning tool was a good way to enhance cooperative learning.

A Study on Mediation Effect of Learning Expectancy in Social Presence and Educational Satisfaction of Online Entrepreneurship Education (온라인 창업 교육의 사회적 현존감과 교육 만족도 관계에서 학습 기대감의 매개효과 연구)

  • Hyun, Sun Hae;Seo, Moon Kyo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.5
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    • pp.79-87
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    • 2017
  • The previous studies of online entrepreneurship education were conducted only on the effect of education on actual entrepreneurship, but did not analyze the effectiveness of education. In this study, beyond of limits of previous studies, we investigated the effect of social presence on learning expectancy and educational satisfaction. In addition, we examined the influence of learning expectation on the relationship between social presence and educational satisfaction. For the research hypothesis test, we conducted a questionnaires survey on 189 graduate students who taken online courses related to entrepreneurship, hypothesis and questionnaires were made based on the research hypotheses precedent theories. And educational satisfaction was divided into operational satisfaction and content satisfaction. As a results of the analysis using the structural equation model, social presence has a positive effects on learning expectancy. Next, the learning expectancy has a positive effects on the operational satisfaction and the content satisfaction. Finally, when social presence affects operational satisfaction, learning expectation has a complete mediation effects and content satisfaction has a partial mediation effects. The implications of the results of this study were as follows. There was a need for a way to interacted with learners when conducted online entrepreneurial education. When increased the satisfaction level of the learning operation, it is necessary to reduced the burden of learners and raised the expectancy.

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Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

A Study On Effectiveness of Digital Inking in the Collaboration Learning with Digital Textbook (스마트 교육기반 협력 학습에서 디지털 교과서의 잉킹 효과 연구)

  • Sohn, Won-Sung;Yun, Min-Sik
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.99-106
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    • 2012
  • This study investigated the effects of problem-solving competency of students when they studied with digital textbook contents and digital inking in collaborative learning. The experimental group solved the math problems using basic digital textbook contents and digital inking while the control group solved the math problems using basic digital textbook contents alone. The result of analysis and comparison is as follows, the experimental group with basic digital textbook contents and digital inking showed more improved problem-solving competency than that of the control group with basic digital textbook contents alone, the experimental group showed recorded a higher satisfactory level than that of the control group.

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Development of Dialogue-based Feedback System to Improve Flow Learning in e-Learning Environment (이러닝 환경에서 몰입학습 증진을 위한 대화 기반 피드백 시스템의 개발)

  • Jeong, Sang-Mok;Song, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.150-160
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    • 2007
  • In the actual classroom the so-called flow learning is able to motivate the students through face-to-face feedback, and to meet their needs for educational achievement. By contrast, the so-called e-learning method falls short of the satisfactory level of real-life interaction, which makes many learners drop out or give up on their learning. In order to better the e-learning environment, this study presents a dialogue-based feedback system that improves the flow learning of the learners' in the classroom. This newly developed system was applied at the actual school. The result is that the experimented group improved its flow learning, compared with the controlled group. In the former group, each individual showed some consciousness of objective and challenge following the concrete feedback. That is to say, this system enhances the attitude of an active participation and induces the flow learning, thanks to the dialogue-based feedback and the sustained interest in learning. In conclusion, the significance of this study lies in suggesting the direction of a new learning method development in the e-learning environment.

Development of a Digital Color Design Education Curriculum (디지털 색채 디자인 교육과정 개발)

  • Kim, Yu-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.246-250
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    • 2006
  • As a result of the rapid development in the digital content industry, designers have to visualize colors across a range of digital media in a relevant and sophisticated manner. The purpose of this study is to develop a new digital color design education curriculum for enhancing learners' capability of digital color management. This study presents an original university-level color design curriculum for digital color learning that includes traditional color learning. In order to develop interactive pedagogy that provides diverse color experiences to students, this study suggestes a blended learning method that combines face-to-face instruction and web-based instruction. Through two case studies at universities, this paper illustrate the effectiveness of the proposed digital color design curriculum.

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Characteristics and Potential on YouTube's Chinese Language Education Channel Contents (유튜브 중국어 교육 채널 콘텐츠에서 나타나는 특징과 발전 가능성)

  • Lee, Jee Won
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.479-487
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    • 2022
  • This study divided video content of current representative YouTube channels on Chinese language education into internal and external elements for analysis. By examining these channels, this study found that they have various external and internal elements. In addition, YouTube classes also have certain distinct characteristics that are non-existent in traditional classroom or face-to-face classes, and show potential to serve as a new educational medium that can fill the gaps in existing classroom classes. However, a large number of these channels still have problems with their internal and external elements, which seem to require not only the effort and attention of the instructors creating the videos, but also considerable time and human and material resources.

A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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