• Title/Summary/Keyword: 학습자-콘텐츠 상호작용

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WebRTC-Based Remote Collaborative Learning Platform (WebRTC 기반 원격 협업 학습 플랫폼 기술 연구)

  • Oh, Hyeontaek;Ahn, Sanghong;Yang, Jinhong;Choi, Jun Kyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.5
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    • pp.914-923
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    • 2015
  • Recently, as the number of smart devices (such as smart TV or Web based IPTV) increases, the way of digital broadcast contents is changed. This change leads that conventional broadcast media accepts Web platform and its services to provide more quality contents. Based on this change, in education field, education broadcasting also follows the trend. The traditional education broadcasting platforms, which just delivered the lecture in one-way, are utilized the Web technology to make interaction between teacher and student. Current education platforms, however, are insufficient to satisfy users' demands for two-way interactions. This paper proposes a new remote collaborative learning platform which able to provide high interactivity among users. Based on new functional requirements from original use case, the platform provides collaborative contents sharing and collaborative video streaming techniques by utilizing WebRTC (Web Real-Time Communication) technology. The implementation demonstrates the operability of proposed system.

A Study on Design Direction of e-Portfolio Based on the Current State Analysis of Portfolio Application of Domestic Elementary, Middle, and High School (국내 초.중등학교의 포트폴리오 활용 실태 분석에 기반한 e-포트폴리오 설계 방향에 관한 연구)

  • Kim, Sang-Su;Kim, Young-Hak
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.83-94
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    • 2007
  • The portfolio can be used as a methodology supporting the learning of constructivism. Recently, the use of portfolios has been increased gradually in the education field, but a study on the current state analysis and design direction of portfolios leaves much to be desired. In this paper, we analyze statistical data on the portfolio application of teachers in domestic elementary, middle, and high school. We also propose a design direction of e-portfolio needed in the society of knowledge information based on this analysis. The results of research show that the following problems will be improved: understanding portfolio, analyzing the current state according to the types of portfolio application, designing a distinguished system according to the level of school, expanding education of teachers with high career, and developing a guide helper. The design of total system that combines the learning and evaluation is needed to improve a problem that spends lots of time to make portfolio, and operates temporally and formally achievement evaluation. In addition, the design of e-portfolio supporting efficiently interaction and self-directed teaming is required.

A Study of Creative Teaching Method for Improvement of the Computer Literacy and the Learning Attitude (컴퓨터 활용 능력 및 학습 태도 향상을 위한 창의적 교수법 연구)

  • Kim Jong-Hoon;Kim Jong-Jin;Ko Jeong-Lim
    • The Journal of the Korea Contents Association
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    • v.6 no.7
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    • pp.99-110
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    • 2006
  • Since learner-centered, participatory, real-situation education is stressed today, we need a new creative method for teaching computers to elementary school students. Nevertheless, there is scant research in this area. Therefore, in my study, I have analyzed the state of the methods of teaching computer literacy in the elementary schools. My aim is to develop a method of computer teaching in the real situation of elementary schools which will greatly improve the learning process. Creative teaching method gives students the initiation. And lead for then to join the activities for using the student's reciprocity. It is the students centered method. As a result of this study offering the educational teaching method of the creative teaching method for the improvement of computer literacy and learning attitude in the school society which has no knowledge brings the practical effects of computer attainments. Some limitation of the subject and theme of this investigation. Then requires the continual study for the of development creative teaching method with the extension experimental groups and educational subjects.

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The Development of Application for Culinary Practice Education using Smart Device (스마트 디바이스 기반 조리실습교육용 앱 개발)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.511-518
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    • 2014
  • The purpose of this study is to produce and distribute a smart device based educational application for culinary practice. This study was performed from Jul. 1 to Dec. 30, 2012. The design of the application is composed of the theoretical contents, making methods, practice video and evaluation questions of Western cuisine among the contents of the culinary practice education. In addition, the notice and Q&A were added for the interaction between teachers and learners. For this study, 31 main dishes' pictures, 155 pictures for making processes by menu, 31 recipes, 31 cooking tips, 372 evaluation questions and 31 cooking videos about 31 menus were produced. The contents produced as above were directly inserted at 'http://kongju-fn.dslink.co.kr/super/index.html' to produce the application. This application can be found through searching with the word of 'yoribaksa'. This study can be considered to be significant in that this application was produced in the situation of the absence of any other previous applications for culinary practice education.

Implementation of Smart Learning Model for Improving Digital Communication Competencies of Middle Aged (중장년층의 디지털 커뮤니케이션 역량 강화를 위한 스마트러닝 모델 적용)

  • Lee, Jeong Eun;Jin, Sun MI
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.522-533
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    • 2014
  • The capability of the digital communication would need to be strengthened for leveraging collaborative knowledge building and problem solving skills of the middle aged people. It was developed and implemented a smart learning model by utilizing the formative intervention based on the logic of change laboratory to target learners of 'K organization', As a results, smart learning model was composited several activities and supporting systems such as learning instructions of Smart Pad, communication games and SNS, using self-diagnosis and making posters and role-playing video by the internet applications. This research is significant that it finds efficient method to fit design of smart learning and the needs of target learners by using them as testbed which is mixed with different background and digital communication experiences.

An Analysis on Perception of Korean University Students Learners on MOOCs (K-MOOC 대학생 수강자의 인식 분석)

  • Lee, Jeongmin;Jeon, JeongA
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.1-11
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    • 2019
  • This study is aimed to analyze university students' learning experiences in K-MOOC by conducting a survey of university students' perception of K-MOOC, who are the major users of K-MOOC. Also it intended to use them to develop a specific strategy for continued use of K-MOOC. The study was conducted on 155 university students who attending university course and experienced K-MOOC's course within a year. The survey was conducted on online and provided with multiple questions about sustainability and satisfaction. Also survey provided with a subjective items about reason of satisfaction and dissatisfaction with the K-MOOC, and expectation about the future K-MOOC. The analysis found that the main motivation for university students was the convenience of online learning, which was the highest in questions asking why they were satisfied. For reasons of dissatisfaction, the decrease in academic volition and lack of interaction, and the technical problems of K-MOOC system were pointed out. University students learners are expecting improvements in course content and K-MOOC system. Based on these results, this paper suggests instructional strategies to help K-MOOC university students for becoming lifelong learners of K-MOOC.

A Case Study of Spatial CAD Education in Blended Learning Environment (혼합형 학습(Blended Learning) 환경에서의 공간디자인 CAD 수업 사례연구)

  • Hwang, Ji Hyoun;Lim, Haewon
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.115-126
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    • 2021
  • The purpose of this study is to closely analyze the case of blended-learning in order to provide a diverse and flexible learning environment while maintaining the nature of face-to-face classes, and to identify the learning environment that supports blended-learning in each class step and the educational experience of students. The experience and satisfaction of blended learning were investigated in various ways: course evaluation, LMS activity evaluation, and questionnaire before and after the class. As a result, the blended-learning is better than the traditional face-to-face classes, in providing real-time feedback, opportunities for various interactions, and textual conversations, anytime and anywhere. In addition, as a result of the preliminary survey, as a measure to solve the opinion that concentration was reduced due to problems such as networks and felt uncomfortable in the communication part, the theory and lectures of the design practice class were conducted non-face-to-face. The individual Q&A and feedback were conducted face-to-face and non-face-to-face. As a result of the follow-up survey, it was found that concentration and efficiency could be improved. This opens up possibilities for active use of the online environment in design practice classes.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

A Case Study on Student's Perspective on Java Applets in Web-based Online Courseware (자바 애플릿(Java Applets)의 교육적 활용에 대한 학습자의 인식 및 태도 : 웹기반수업 사례연구)

  • Park, HaeOck;Choi, WonSik
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.170-184
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    • 2006
  • The purpose of this paper is to examine student's perspective on java applets used in web-based online courseware. undergraduate The subject of study was 94 undergraduates and web-based online courseware for the study was made. A suvey was conducted using a questionnaire form right after the semester was over. The results of this study were as follows; 1. 61.7% of the students answered that java applets used in the web-based courseware was very interesting. 2. For the reason why the students had the feeling of liking on the java applets, 33% of the students checked the item "due to the java applets' characteristics of repetition", and 30.9% of the students checked the item "due to the concrete and dynamic explanation on the contents". 3. The majority of the students answered that the java applets helped their learning(71.3%), induced their academic motivation(67%), and felt interactivity while learning(73.4%). 4. 81.9% of the students felt that java applets was necessary and essential contents in the industrial education web-based online courseware.

A Study to Improve Full - Cyber Lectures: with Focus on Instructors' Proposal (완전사이버 강의의 개선을 위한 방안: 교수자 제안을 중심으로)

  • Lee, Seung-Won
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.409-414
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    • 2013
  • The purpose of this study is to verify the effects of partial-cyber and full-cyber lectures and explore directions for improvement. This study compared the mean scores of course evaluation for traditional face-to-face lectures, partial-cyber lectures of blended instruction, and full-cyber lectures. Also, this study interviewed instructors of full-cyber lectures to investigate the ways to enhance the lecture quality. The findings suggest that the course evaluation scores for full-cyber university were consistently lower than those for other types of lectures for four semesters between the years of 2011 and 2012. Results also showed that mean scores of partial-cyber lectures were the same as those of face-to-face lectures. After all, class satisfaction in full-cyber courses that learning occurs in cyber space was the lowest. Instructors who taught full-cyber lectures proposed that enrollment should not be within 60 students and professional assistance should be provided for lectures exceeding 60 students. Finally, they suggested content updates through a collaborative system with professionals, instructors' efforts to enhance interaction in both online and offline contexts, and learning quantity rationalization.