• 제목/요약/키워드: E-Learning education

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Factors Influencing Learning Satisfaction of Migrant Workers in Korea with E-learning-Based Occupational Safety and Health Education

  • Lee, Young Joo;Lee, Dongjoo
    • Safety and Health at Work
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    • 제6권3호
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    • pp.211-217
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    • 2015
  • Background: E-learning-based programs have recently been introduced to the occupational safety and health (OSH) education for migrant workers in Korea. The purpose of this study was to investigate how the factors related to migrant workers' backgrounds and the instructional design affect the migrant workers' satisfaction with e-learning-based OSH education. Methods: The data were collected from the surveys of 300 migrant workers who had participated in an OSH education program. Independent sample t test and one-way analysis of variance were conducted to examine differences in the degree of learning satisfaction using background variables. In addition, correlation analysis and multiple regression analysis were conducted to examine relationships between the instructional design variables and the degree of learning satisfaction. Results: There was no significant difference in the degree of learning satisfaction by gender, age, level of education, number of employees, or type of occupation, except for nationality. Among the instructional design variables, "learning content" (${\beta}=0.344$, p < 0.001) affected the degree of learning satisfaction most significantly, followed by "motivation to learn" (${\beta}=0.293$, p < 0.001), "interactions with learners and instructors" (${\beta}=0.149$, p < 0.01), and "previous experience related to e-learning" (${\beta}=0.095$, p < 0.05). "Learning environment" had no significant influence on the degree of learning satisfaction. Conclusion: E-learning-based OSH education for migrant workers may be an effective way to increase their safety knowledge and behavior if the accuracy, credibility, and novelty of learning content; strategies to promote learners' motivation to learn; and interactions with learners and instructors are systematically applied during the development and implementation of e-learning programs.

A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • 4차산업연구
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    • 제2권2호
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.

e-learning의 학습효과에 영향을 미치는 주요요인에 관한 연구 (A Study on Factors Associated with Effect of e-Learning)

  • 류근호;김병철
    • 한국콘텐츠학회논문지
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    • 제5권2호
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    • pp.53-60
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    • 2005
  • e-teaming은 시간적, 공간적 제약으로부터의 자유스러움으로 인해 전통적 교육의 보조 도구로써, 또는 전통적 교육을 대신해서 이미 많은 부분에서 e-learning이 이루어지고 있다. 본 논문은 e-learning의 중요성과 그것이 차지하는 비중이 상당히 커져 있는 시점에서 e-learning 교육 경험자들이 인터넷 기반 e-learning의 학습효과를 전통적 교육에 비해 어느 정도로 인식하고 있는지에 대한 조사를 수행하였다. 또한 인터넷 기반 e-learning의 학습효과에 대한 요인변수를 도출하고, 인터넷 기반e-loaming의 학습효과로 인식하는 정도가 어떠한 요인에 의해 얼마만큼의 영향을 받고 있는지를 파악하여 제시하였다.

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e-PBL에 의한 '생태와 환경' 수업 사례 ('Ecology & Environment' Learning Case by e-PBL)

  • 이명순
    • 한국환경교육학회지:환경교육
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    • 제19권2호
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    • pp.108-121
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    • 2006
  • Nowadays environmental education is getting important. So, it is necessary to teach for students to realize the protection environment. Self-direct homepage was developed for 'Ecology & environment' environmental education. This homepage was made for sharing searched data and can be interactive each other on the internet. Therefore, in this study, environmental teaming was planned and practiced for high school 'Ecology & environment' class by e-PBL. Self-directed teaming, collaborative teaming and performance assessment are emphasized in the 7th educational curriculum. The PBL is efficient learning model for them. This study designed for a teaching and teaming method and strategies using PBL based upon the theories and practices. This study will also develop an e-learning. As a result, it is indicated that the teaching and learning method using PBL has the positive effects on learning that the development of self-directed learning and collaboration teaming Is observed by reflect journal and presentation of students. e-PBL is a teaming model for learning-centered that adapted many school and subject. Therefore e-PBL makes full use of be 'Ecology & environment' class and environmental education.

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자기결정성과 자기주도학습에 의한 기업 이러닝이 학습 만족도에 미치는 영향 (The Learning Satisfaction in Corporate E-learning based on Self-Directed Learning and Self-Determination)

  • 남궁승은;김성건
    • 디지털산업정보학회논문지
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    • 제18권1호
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    • pp.125-138
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    • 2022
  • Companies want organizational members who take e-learning courses to enjoy the advantages of transcending time and space that e-learning has, but also want what they have learned to help the organization, the work they perform, or their future careers. In addition, while enjoying the effect of reducing education costs compared to offline education through e-learning, it is expected that executives and employees will apply the knowledge and skills learned to the field and perform tasks to achieve results. As COVID-19 continues, many education programs that have been conducted offline at corporate sites have been converted to e-learning, with a larger number of e-learning operations than in the past. This study was conducted based on the perception that learners' learning satisfaction is important for the successful operation of e-learning education, and that learners' own self-directed learning ability and self-determination are important as well as corporate efforts. As a result of the study, hypotheses 1-1, 1-2, 1-3-1, and 1-3-2 that the better the self-determination (autonomy, competence, full-time support, and peer support) is, the higher the learning satisfaction will be. Both Hypothesis 2-1 and Hypothesis 2-2 were adopted that the better self-directed learning (subjectivity, execution ability) is, the higher the learning satisfaction will increase. In conclusion, it is necessary to properly introduce the concepts of self-determination and self-directed learning in corporate education while operating with the corporate education system.

e-Learning 서비스 이용자의 수용요인에 관한 연구 (A Study on the Factors for Acceptance of e-Learning Service Users)

  • 이병찬;윤정옥;홍관수
    • 한국정보시스템학회지:정보시스템연구
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    • 제17권4호
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    • pp.31-49
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    • 2008
  • As the development of information technology, the biggest change in educational paradigm is apparent in the shift that the emphasis of education is layed on from teachers to learners. E-learning education service through the internet is less restricted in the respect of time and places in comparison with off-line education. Therefore e-Learning is spreaded rapidly and the educational effectiveness of that is needed to be investigated. In this study theoretical research was performed firstly and framework of the study was constructed. After establishment of hypotheses the survey data were collected by the learners of e-Learning and the hypotheses were verified by the SPSS version 12.0. The results are as follows : First, the quality of e-Learning service influences significantly to the technology acceptance of users. Secondly, perceived usability and perceived easiness of technology acceptance model influences significantly to the intention of reuse of users of e-Learning services. Lastly, the playfulness of the Flow theory influences significantly to the intention of reuse of users of e-Learning services. Although there are some limitations in the respect of the numbers of variables, parameters, or samples, this study will contribute for enhancing the effectiveness of education in e-Learning service by providing the acceptance factors of e-learners.

과학 교과에서 학습 동기 전략을 활용한 4E&E 순환학습모형의 개발 (Development of 4E&E Learning Cycle Model using Learning Motivation for School Science)

  • 하태경;심규철;김현섭;박영철
    • 한국과학교육학회지
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    • 제28권6호
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    • pp.527-545
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    • 2008
  • 본 연구는 과학교육에서 학습동기 요소를 활용한 4E&E순환학습모형을 제안하고자 하였다. 본 모형은 동기설계와 수업설계를 기반으로 하고 있다. 4E&E순환학습모형은 유인(Engage), 탐색(Exlpore), 설명(Explain), 확장(Expand) 등의 4단계로 구성되어 있으며, 각 단계마다 평가(Evaluate)와 feed-back을 통해 순환적으로 진행된다. 그리고 4E&E순환학습 모형은 수업과정 중에 평가와 피드백을 통한 지속적으로 학습에 대한 점검이 이루어지는 특징을 갖고 있어 효과적으로 학습 목표에 도달할 수 있다. 특히, 4E&E순환학습 모형은 학습동기유발전략을 활용하여 수업을 설계하고 실시함으로써 수업에 대한 매력도를 높이고 학습에 집중할 수 있어 과학교육에서 매우 효과적인 모형이라 할 수 있다.

최근 우리나라 e-Learning 시장의 주요 동향 및 향후 전망 (Some Problems of e-Learning Market in Korea)

  • 윤영한
    • 통상정보연구
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    • 제9권2호
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    • pp.103-120
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    • 2007
  • The knowledge based economy requires more and more people to learn new knowledge and skills in a timely and effective manner. These needs and new technology such as computer and Internet are fueling a transition in e-learning. According to specialist's opinion, imagination experience studying is generalized, and learning environment that language barrier by studying, multi-language studying Machine that experience past things that disappear through simulation, and travel area, and experience future changed state disappears is forecasting to come. This is previewing finally that it may become future education that education and IT, element of entertainment is combined. Already, became story that argument for party satellite of e-Learning existence passes one season already. e-Learning is utilized already in all educations that we touch by effectiveness by corporation's competitive power improvement and implement of lifelong education in educational institutions through present e-Learning. It is obvious that when see from our viewpoint which is defining e-Learning by one industry and rear by application to education as well as one new growth power about these, e-Learning industry becomes very important means that can solve dilemma of growth real form. Only, special quality of digital industry that e-Learning is being same with other digital industry and repeat putting out a fire rapidly, and is repeating sudden change that these evolution is not gradual growth of accumulation and improvement of technology that is appearing consider need to. In the meantime, we need to observe about evolution of Information Technology. Because there is some scholars who e-Learning's concept foresees to evolve by u-Learning.(although, a person who see that these concept is not more in marketing terminology by some scholars' opinion is). This u-Learning's concept means e-Learning that take advantage of ubiquitous technology as Ubiquitous-Learning's curtailment speech. Ubiquitous, user means Information-Communication surrounding that can connect to network freely regardless of place without feeling network or computer. There is controversy about introduction time regarding these direction, but e-Learning is judged to evolve by u-Learning necessarily. Because keep in step and age that study all contents that learner wants under environment of 3A (any time, any whrer, any device) by individual order thoroughly is foreseen to come in ubiquitous learning environment that approach more festinately.

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초등학교 이러닝 콘텐츠의 학습 유효성 평가 방법에 관한 연구 (A Study on Method for Learning Effectiveness Evaluation of e-learning Contents in Elementary School)

  • 차승희;김현배
    • 정보교육학회논문지
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    • 제9권2호
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    • pp.309-318
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    • 2005
  • 최근 교육의 전 부분에서 이러닝(e-learning)이 도입되고 있고, 또 빠른 속도로 확장되어가고 있다. 이러닝과 함께 새로 대두되는 통합형 학습(blended learning)은 오늘날의 교육이 좀 더 새로운 형태의 교육 패러다임으로 변화하고 있다는 것을 보여주는 한 예이다. 본 논문은 앞서 연구된 여러 이러닝 콘텐츠 평가 준거들을 살펴보고, 초등학교 교사들을 대상으로 실시한 설문을 통해 초등학교에서 이러닝 콘텐츠의 학습유효성을 평가할 수 있는 평가 문항으로 정리하였다. 그리고 이 평가 문항과 학습자의 학업성취도 결과를 이용하여 이러닝 콘텐츠의 학습유효성 평가에 적용해보았다. 본 연구는 초등학교 이러닝 콘텐츠의 평가준거와 평가 방향에 대한 논의를 공유하며, 더 나아가 통합형 학습의 질적 향상을 위한 양질의 이러닝 콘텐츠 개발을 위한 이론적이고 실무적인 자료를 제공하고자 하는데 의의가 있다.

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사용자 제작 콘텐츠(UCC)를 통합한 e-Learning 비즈니스 모델 연구 (Study of e-Learning Business model integrated User Created Contents)

  • 이진태;한선관
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2007년도 한국지능정보시스템학회
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    • pp.156-159
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    • 2007
  • 본 연구에서는 개 방, 참여, 공유를 기 본 가치로 하는 Web 2.0의 대표적 트렌드인 UCC(User Created Contents)를 e-Learning에 접목하여 비즈니스 모델 설계시 고려해야 할 사항들을 분석하였다. 현재 초중등은 물론 대학, 직장, 평생교육의 주류를 형성하고 있는 것은 e-Learning이다. 그러나 기존 e-Learning 모델들은 콘텐츠의 다양성 미흡, 감성의 부재, 흥미 부족 등 해결하기 어려운 문제들을 가지고 있다. 이에 기존 e-Learning 모델의 단점들을 보완해 줄 수 있는 UCC의 개념을 통합함으로써 교육효과를 극대화하고 교육 주체자들의 교육활동을 보다 편리하게 도와줄 수 있을 것이다. 이에 본 연구에서는 교육 주체자들이 제작한 콘텐츠를 Web2.0 플랫폼에 적용하여 참여와 공유를 이끌어 내고 궁극적으로 교육효과를 극대화 할 수 있는 비즈니스 모델을 설계시 고려해야 할 사항을 분석하여 제시하였다.

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