• Title/Summary/Keyword: 학습자-콘텐츠 상호작용

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Design of a Smart Music Learning Device that can interact with each other using a transparent touch panel (투명 터치패널을 이용한 상호작용이 가능한 스마트 음악학습기의 설계)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.127-132
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    • 2020
  • The Smart Music Learning Device(SMLD) presented in this paper constructs the display part by attaching the touch panel to both sides of the transparent panel. The main processing unit uses raspberry pie, and the operating system uses Android. On the transparent panel, music education contents are displayed, and on the touch panels 1 and 2, the inputs of learners and instructors are accepted. The signal input from the touch panels 1 and 2 controls the progress of the music education contents through a process in the main processing unit. This control process design and implement a two - sided panel - based interactive training algorithm. This device aims at musical education based on mutual understanding. Therefore, it conducts face-to-face education using music education contents presented through transparent panel. This allows the instructor to know in real time the response to the learner, thus improving the understanding of the learning and the quality of the education. Also, the learner's concentration can be improved.

The Effect of Mobile e-Learning Contents Platform Characteristics on Reuse Intention

  • Na, Jun-Gyu;Kim, Dongyeon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.183-191
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    • 2020
  • Many learners are encountering e-Learning contents with smart devices and contents provides are carefully observing learners' reuse intention and behavior. Therefore, this study investigated the effect of e-Learning content platform characteristics on reuse intention for 200 users with smartphone-based e-Learning experience. The results show that the characteristics affecting reuse intention are content quality, interactivity, and ubiquity. Moreover, for men, only interactivity affects reuse intention, and for women, ubiquity and content quality affect reuse intention. When using smartphone-based e-Learning for less than an hour a day, only content quality affects reuse intention. On the contrary, ubiquity, convenience, and interactivity influence reuse intention when learning for more than one hour. Our results suggest meaningful implications that how e-Learning companies change their smartphone-based platform business strategy and how they utilize its key factors.

Design and Implementation of Web Based Multimedia Courseware for Visual Basie Learning (Visual Basic 학습을 위한 웹기반 멀티미디어 코스웨어의 설계 및 구현)

  • Park, Sun-Young;Bang, Kee-Chun;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.111-124
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    • 2000
  • The coursewares available on the web are on active development by each country all over the world in accordance with web prevailing. Many Visual Basic language courseware is also into web-based education it is not improving the effect of learning. Hence through this study, in orer to be out of the said kind of approach, 1)by adding multimedia elements with making the best of web characteristics, 2)escalating the studying effect of learners' with experimental environment, and 3)providing proper feedbacks in assessment of learners' reactions 4)we invented web-based multimedia courseware with the technology of Real Encoder, Real Player, Active X etc. and tried adapting it to school education field on the basis of design model of professor-learning system.

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Analysis of the Characteristics of Free-riding Learner in Online Collaborative Learning (온라인 협력학습에서 무임승차 학습자의 특성 분석)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.385-396
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    • 2019
  • This study was conducted to explore the characteristics of learner who showed free riding behavior in online collaborative learning. For this, 290 students from three universities in the metropolitan area were studied. The collected data are as follows. Learner characteristics are learning strategy, learning motivation, academic retardation behavior, and learning disposition. Interaction distinguished between frequency and type of message. Interaction levels were collected with frequency. The subjects with less than 5 interaction frequencies were defined as free-riding students. 43 students were classified as free riders. Learner characteristics were analyzed by cluster analysis. As a result, the learner characteristics were divided into five groups. All the free riding students belonged to 4 groups. The learner characteristics of 4 groups are as follows. First, the level of the learning strategy is very low. Second, learning motivation has a high tendency toward performance - oriented approach and high tendency to avoid performance. This tends to deliberately avoid learning. Third, the level of delayed behavior is high. This is deliberately putting off student activities. Fourth, learning tendency is high in academic anxiety, task value, self efficacy and learning belief are very low. This is a lack of confidence in learning.

The Analysis of Trends in Smart Phone Applications for Education and Suggestions for Improved Educational Use (스마트폰의 교육용 어플리케이션 동향분석 및 발전방향 연구)

  • Jeong, Su-Jeong;Lim, Keol;Ko, Yu-Jung;Sim, Hyun-Ae;Kim, Kyung-Yeon
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.203-216
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    • 2010
  • This study analyzed educational applications in smartphones with some criteria seeking to apply online learning characteristics to smartphones. For the analysis, 85 educational applications were selected and they were classified by types of educational contents, interactions, and the combination of the educational contents and interactions. As a result, drill-and-practice and tool types of contents ranked high, and there found to be few simulation and problem solving types. In regard to interaction types, almost all of the applications had interactions only between contents and learners, which meant little active communications when using applications. Therefore, enhanced interactions and communications among learners using the social network service platform were required in order to use educational applications in a more effective way.

Effects of Visual Scaffolding for Encouraging e-Learning Participation (이러닝 학습 참여를 촉진하기 위한 시각적 스캐폴딩 효과 연구)

  • Jin, Sung-Hee;Kim, Tae-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.215-216
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    • 2015
  • 연구의 목적은 이러닝 학습환경에서 학습자들의 학습 참여를 촉진할 수 있는 시각적 스캐폴딩을 개발하고 그것이 학습참여, 개별학습, 팀프로젝트학습에 미치는 교육적 효과를 분석하고자 한다. 시각적 스캐폴딩에는 개별 참여도, 팀 참여도, 팀활동에 대한 개인 기여도, 팀간 상호작용 정도가 표상되도록 설계하였다. 시각적 스캐폴딩의 교육적 효과는 실험연구를 통해 분석되었다. 연구결과 이 연구를 통해 개발된 시각적 스캐폴딩은 학습참여도 및 학습성과에 긍정적인 영향을 미치는 것으로 분석되었다.

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Implementation of Authoring System for Educational Flash Contents and Reusability Analysis (교육용 플래시 콘텐츠 저작시스템의 구현 및 재사용성 분석)

  • Kim Ho-Sung;Kim Jung-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.7-17
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    • 2005
  • Flash contents for education can embody easily complex interactions with learner by splendid contents of various multimedia and animation. Moreover, they provide high class user interface and have advantages of inducing learner's interest and concentration. However, authoring flash content requires the skill to use the Flash tool, which is too difficult for professor to make the educational Flash contents. In this paper, we proposed the system that professors can make the Flash contents automatically by selecting something necessary and typing texts on the web. Also, the reusability and usability of the implemented system is analyzed in the viewpoint of professor by comparing with conventional method to reuse the Flash contents from various viewpoints.

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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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Analysis of Students' Attitude and Satisfaction Level toward Afterschool e-HomeStudy (사이버 가정학습에 대한 학습자의 태도 및 만족도 분석)

  • Kim, Mi-Ryang;Kim, Jin-Sook
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.44-58
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    • 2007
  • E-homestudy refers to e-Learning after school. This concept has been introduced by Korean Government as a substitute for expensive private tutoring. The purpose of this research is to explore the perceptions and relationships among determinants affecting the attitude and satisfaction level in e-homestudy. Such factors as subjective norms, visibility, perceived usefulness, quality of contents, facilitating conditions, interactions are introduced into the model. The survey results show that the attitude and the self-directed teaming level influence the satisfaction level in e-homestudy; the subjective norms, visibility, and perceived usefulness are the major determinant affecting the attitude; the quality of contents as well as interactions have positive impact on the perceived usefulness.

Case Study on Application of Social Learning in Workforce Education (소셜러닝을 적용한 직업교육 성과분석 사례연구)

  • Lee, Sookyoung;Park, Yeonjeong
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.523-534
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    • 2015
  • Social learning is a form to support learners' active engagement and participation in learning with other learners and instructors by using social media. The concept of social learning should be considered beyond the simple use of social media for learning or education. This study aims to apply the understanding of social learning based on the theoretical background of social theories of learning in designing and developing a program for workforce education. As a pilot test, the newly developed social learning program was implemented to 302 employees with the title of 'Innovative Display Strategy for POP". 138 employees successfully completed the social learning course that focuses on delivering contents in time-line based platform, supporting interactions among students, and working effectively through small smart devices in their workplace. The results were derived from three kinds of data-source: learner's log data, their final evaluation score, and the survey to measure the satisfaction about social learning. Finally the implications for social learning were discussed in terms of the program revision and directions for future application.