• Title/Summary/Keyword: E-learning Contents

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On Exploiting New Methods of Language Acquisition Offered by the Internet (인터넷이 제공하는 언어 습득의 새로운 방법 활용)

  • Choi, Mi-Hee Michelle
    • Journal of Digital Contents Society
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    • v.14 no.1
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    • pp.111-116
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    • 2013
  • Instructive lessons in the language classrooms are extremely constrictive to language learners in improving their English skills, thus, the use of technology in education plays an important role in a language classroom. Results of language proficiency improvement of the learners vary depending on the extent of supplementary materials offered by the internet delivered to the learners. The purpose of the present study is to explore and propose a new approach of language acquisition offered by the internet. This study presents effective methods of using the internet in carrying out the written work. In this paper, we show that the relationship between participation of the learners in the class activities and improvement of English writing skills are mutually proportional.

Effects of Instruction with Leveled Reciprocal Peer Tutoring Activities on Academic Achievement and Math Attitudes (수준별 상호또래교수 활동을 적용한 수업이 수학학업성취도 및 수학적 태도에 미치는 영향)

  • An, Jong Su
    • Communications of Mathematical Education
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    • v.37 no.3
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    • pp.393-417
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    • 2023
  • The necessity of this study was to improve academic achievement and math attitudes through leveled reciprocal peer learning, and the specific purpose was as follows. First, each unit seeks to select learning methods and contents for each level of class for reciprocal peer learning, second, develop activity sites for each level through curriculum analysis, and third, improve academic achievement and math attitudes through classes that apply reciprocal peer learning activities. The study was conducted on 60 second graders of 00 High School in 00 Metropolitan City. Two classes were selected for the midterm exam results for the first semester of the second grade. Class 1 was divided into the experimental group and the other class 1 was divided into the comparative group, and 13 classes were conducted for about 2 months from May 1 to July 4, 2020. The experimental group (30 students) was a class that applied leveled reciprocal peer learning activities, and the comparative group (30 students) was a class that was taught based on traditional textbooks. As a result of this study, first, in this study, it was possible to improve academic achievement and math attitudes by setting learning contents for each unit and applying reciprocal peer learning activities for each level. Second, the experimental group taught by applying leveled reciprocal peer learning activities was effective in academic achievement and math attitudes compared to the comparative group taught based on traditional textbooks to students in the upper, middle, and lower groups. Third, in the class applying leveled reciprocal peer learning activities, low-level students who were neglected in math classes were also interested in the class and actively participated in it, showing improvement.

Teaching and Learning of University Calculus with Python-based Coding Education (파이썬(Python) 기반의 코딩교육을 적용한 대학 미적분학의 교수·학습)

  • Park, Kyung-Eun;Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.163-180
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    • 2019
  • This study introduces a development of calculus contents which makes to understand the main concepts of calculus in a short period of time and to enhance problem solving and computational thinking for complex problems encountered in the real world for college freshmen with diverse backgrounds. As a concrete measure, we developed 'Teaching and Learning' contents and Python-based code for Calculus I and II which was used in actual classroom. In other words, the entire process of teaching and learning, action plan, and evaluation method for calculus class with Python based coding are reported and shared. In anytime and anywhere, our students were able to freely practice and effectively exercise calculus problems. By using the given code, students could gain meaningful understanding of calculus contents and were able to expand their computational thinking skills. In addition, we share a way that it motivated student activities, and evaluated students fairly based on data which they generated, but still instructor's work load is less than before. Therefore, it can be a teaching and learning model for college mathematics which shows a possibility to cover calculus concepts and computational thinking at once in a innovative way for the 21st century.

Analyses of the Patterns of the Synchronous and Asynchronous Social Media Usage in College e-Learning Settings (대학 이러닝 환경에서 실시간과 비실시간 소셜미디어 활용유형 차이분석)

  • Eom, Sang-Hyeon;Lim, Keol
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.27-34
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    • 2017
  • As information technology has been developed in a rapid way, a lot of users get to be familiar with social media. Accordingly, the possibility of social media for educational use has increased. From the view point of learning, social media help learners make communities of practice that can lead to collective intelligence. In this study, two different types of social media, synchronous and asynchronous, were compared in terms of usage patterns in the e-learning settings of college level. Content analysis has figured out four factors: learning content, tasks and assignments, emotional communications, and chatting. There found to be a statistical differences in the postings in all of the factors except tasks and assignments. In the qualitative interviews, the participants told various usage patterns of synchronous and asynchronous social media. In sum, the learners generally preferred synchronous social media. Rather, asynchronous social media were mainly used for deep thinking and summarizing. Last, suggestions were made to improve educational environments for the learners in the digital and social media age.

A comparative study of digital contents industries (디지털 콘텐츠 산업의 유망분야 비교분석 연구)

  • Kim, Eun-Sun;Park, Dong-Un;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.737-740
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    • 2006
  • With the development of internet diffusion, digital contents industries has been growing with various forms such as game, animation, e-learning etc.. Considering that digital contents industry is the part of national growth engine, it is very important to make decision over technology development direction based on commercialization premises. This paper tries to give practical help over industries and academia through details industry analysis and assessment. The part of assessment tools which was originated from Standford Research Institute has been applied to compare and analyze the details industries.

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System Design and Implementation of FLV Move Picture Solution Based on IDC apply to Mini IPTV (IDC기반 FLV동영상 솔루션의 Mini IPTV 적용시스템의설계 및 구현)

  • Kwon, O-Byoung;Shin, Hyun-Cheul
    • Convergence Security Journal
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    • v.11 no.4
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    • pp.11-17
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    • 2011
  • In this paper, we propose system design and implementation of FLV Move Picture Solution based on IDC apply to Mini IPTV. IDC of energy minimize and Green Data Center design resources make use of maximization, and Mini IPTV of diverse contents service provider and network provider offer Mini IPTV customers to transmit network. at this time implemented on the improve Move Picture of motion blur and compressibility using FLV solution file format and a compression technique, and reduced traffic cost and solved security question. specially, on the web quickly growing a branch of e-Learning wish to be of help.

On the Relationship between College Students' Attitude toward the Internet and their Self-directed English Learning Ability

  • Park, Kab-Yong;Sung, Tae-Soo;Joo, Chi-Woon
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.2
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    • pp.117-123
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    • 2018
  • This article is to investigate the possibility that project-based classes introducing mobile phones can replace the monotony of traditional classes led by teachers as well as they can encourage students to take active part in the classes to some extent. The students in groups choose a genre for their own video projects (e.g., movie, drama, news, documentary, and commercial) and produce the video contents using a mobile phone for presentation made at the end of a semester. In the sense that the students are allowed to do video-based mobile phone projects, they can work independently outside of class, where time and space are more flexible and students are free from the anxiety of speaking or acting in front of an audience. A mobile phone project consists of around five stages done both in and outside of the classroom. All of these stages can be graded independently, including genre selection, drafting of scripts, peer review and revision, rehearsals, and presentation of the video. Feedback is given to students. After the presentation, students filled out a survey questionnaire sheet devised to analyze students' responses toward preferences and level of difficulty of the project activity. Finally, proposals are made for introduction of a better mobile phone-based project classes.

Proposal of Artificial Intelligence Convergence Curriculum for Upskilling of Financial Manpower : Focusing on Private Bankers and Robo-Advisors

  • KIM, JiWon;WOO, HoSung
    • Fourth Industrial Review
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    • v.2 no.1
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    • pp.19-32
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    • 2022
  • Purpose - As new technologies that have led the 4th industrial revolution spread after the COVID-19 pandemic, the business crisis of existing financial institutions and the threat of employee jobs are growing, especially in the financial sector. The purpose of this study is to propose a human-technology convergence curriculum for creating high value-added in financial institutions and upskilling financial manpower. Research design, data, and methodology - In this study, a curriculum was designed to strengthen job competency for Private Bankers, high-quality employees of a bank dealing with high-net-worth owners. The focus of the design is that learners acquire skills to use robo-advisors as a tool and supplement artificial intelligence ethics. Result - The curriculum is organized into a total of 16 classes, and the main contents are changes in the financial environment and financial consumers, the core technology of robo-advisors and AI ethics, and establishment and evaluation of hyper-personalized asset management strategies using robo-advisors. To achieve the educational goal, two evaluations are performed to derive individual tasks and team project results. Conclusion - Human-centered upskilling convergence education will contribute to improving employee value and expanding corporate high value-added business areas by utilizing new technologies as tools. It is expected that the development and application of convergence curriculum in various fields will continue to be advanced in the future.

The Structural Relationship among Cyber Home Learning System Circumstance, Student, Learning Satisfaction in Elementary School Students (초등학교 사이버가정학습 환경, 학습자 요인, 학습 만족도간의 구조적 관계분석)

  • Kim, Hyunwook
    • Informatization Policy
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    • v.22 no.2
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    • pp.75-92
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    • 2015
  • The purpose of this study was to analysis about the relationship among Cyber Home Learning System(CHLS) circumstance, learner construct, learning satisfaction in elementary school students. Base on the selected data which was gathered from Chungbuk & Deajeon elementary schools, Structural Equation Modeling was used to examine the relationship between factors. The main results of the research were as follow : First, CHLS circumstance factor was more effective on the CHLS satisfaction than CHLS learner construct. In CHLS circumstance factor, 'service' factor was more influential variable. Second, there is high correlation between CHLS circumstance factor and CHLS learner construct. In CHLS satisfaction, 'contents and design' factor was more influential variable. Third, the model fit, = 624.945 (p<.001), RMR .020, GFI .929, AGFI .878, NFI .927, CFI .930, RMSEA .102 was relatively satisfied with the standard using structural equation model. As based on this results, CHLS in elementary education needs elaborate circumstance for the effective achievement.

Development of SCORM Based Edutainment Contents (SCORM 기반 에듀테인먼트 콘텐츠 개발)

  • Lee, Ga-Yeong;Choe, Yong-Seok
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06b
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    • pp.210-215
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    • 2008
  • SCORM(Sharable Content Object Reference Model)은 세계 이러닝(e-Learning) 표준화 분야에서 가장 주목을 받고 있는 ADL(Advanced Distributed Learning)의 표준화 모델이다. ADL은 비교적 안정화 단계에 접어들었다는 평가를 받고 있는 SCORM 2004를 제시함으로써 콘텐츠의 재활용성을 높여 경제성 있는 콘텐츠 구현을 가능하게 하였고, 개발 과정에서의 효율성을 극대화 시켰다. 그러나 SCORM 스펙의 다양한 요소를 충분히 활용하면서도 게임적인 요소를 가미하여 효과적인 학습 콘텐츠를 구현 할 수 있는가에 대한 연구는 현재 매우 미약한 실정이다. 또한 IMS SS(Simple Sequencing)를 기반으로 하는 SCORM 시퀀싱 & 네비게이션은 구현 방법이 간단하지 않아 LSAL등에서 제공하는 SCORM 시퀀싱 템플릿을 거의 그대로 사용하는 것이 일반적이다. 따라서 본 연구에서는 LSAL 템플릿 모델 및 게임 기반 학습에 대한 관련 연구 조사를 수행하고, 게임 기반 학습에서 사용 될 수 있는 SCORM 데이터 모델을 참고하여 이를 실제 초등 학습에서 적용 가능한 SCORM 기반 에듀테인먼트 콘텐츠를 제작한다. 또한 기존의 선형적인 학습 구조에서 벗어나 수준별 학습을 실현하는 보다 구체적이고 세련된 시퀀싱 & 네비게이션 설계 방법을 제시한다.

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