• Title/Summary/Keyword: Learner needs

Search Result 179, Processing Time 0.023 seconds

An Ontology-Applied Search System for Supporting e-Learning Objects (온톨로지를 적용한 e-Learning 학습 자료 검색 시스템)

  • Kim, Hyunjoo;Seol, Jinsung;Choe, Hyongjong;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
    • /
    • v.9 no.6
    • /
    • pp.29-39
    • /
    • 2006
  • The Web is evolving quantitatively into an explosive development. However, users usually have heavy burden of searching information because of the absence of contextual meaning on the Web. Due to an enormous amount of information, users have to endure for finding strong cohesive keywords by themselves and read each of the documents with enduring effort. This paper proposes an efficient method of searching more relative documents than current KEM-based searching systems on the Web by using contextual meaning. We designed a domain ontology on computer hardware, and a searching system which was searching those e-Learning objects. Owing to the Ontology-applied search system, information such as educational materials and related multimedia can be easily provided to the users. Further, learners could be informed of relationship of knowledge, e.g., class hierarchy, properties and values, and so on. The request results are semantically related to users' needs, and thus the system provides a learner-centered searching.

  • PDF

Interaction and Flow as the Antecedents of e-Learner Satisfaction (이러닝 만족도 영향요인으로서의 상호작용과 몰입)

  • Moon, Chul-Woo;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.3
    • /
    • pp.63-72
    • /
    • 2011
  • Satisfactory e-learning experience of working part-time adult students is a truly dynamic and multidimensional process that reflects learning needs and abilities. Special attention is given to understanding the role of student-to-faculty interaction, student-to-student interaction, e-learning content and course structure, flow, periodic off-line class meetings and synchronous Q&A sessions. Survey questions were developed and distributed to adult graduate students. Some of them were asked to complete the questions with the most interesting subjects or classes in their mind, and others with the most difficult subjects in their mind. The structural model for each group was tested. The values of path coefficients corresponding to the group with the difficult subjects turn out to be higher for the following paths; a) interaction among professors and students and satisfaction, b) contents quality and flow, c) Q&A and interaction among professors and students, d) Q&A and interaction among students. For the other paths such as interaction among students and satisfaction, contents structure and flow, the coefficient values corresponding to the group with the interesting subjects are higher. Some implications for e-learning design were provided as well.

  • PDF

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

  • Yoon, Young-Han
    • International Commerce and Information Review
    • /
    • v.9 no.2
    • /
    • pp.103-120
    • /
    • 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.

  • PDF

Effects of Cooperative Learning Methods on Sex Education among Primary School Students (협동학습이 일부 초등학생의 성교육에 미치는 효과)

  • Ryu, Jung-Eun;Kim, Yun-Shin;Kim, Hyeon-Suk
    • Journal of the Korean Society of School Health
    • /
    • v.25 no.1
    • /
    • pp.122-132
    • /
    • 2012
  • Purpose: The purpose of this study is to determine the effectiveness of cooperative learner-centered methods of sex education. Methods: This study was carried out on 5th grade elementary school students in D-district. Nine classes were divided into 3 groups using each different teaching methods: group A (a cooperative learning), group B (a lecture) and group C (a control group for a comparison). The study period was from Oct. 17 to Dec. 2 in 2011. Both groups A and B received sex education lessons for 40 minutes for 4 weeks and were tested their sex knowledge and attitude to compare the differences. Results: The scores of sex knowledge for all three groups were increased and their sex attitude was increased as well. The points of sex knowledge between pre and post test in group A are greater than the group B's. Thus, the cooperative learning approach with Group A was more effective to improve student's sex knowledge. But the difference between the sex attitude scores was not statistically significant. Group A and B showed a positive improvement in both their sex knowledge and attitudes compared with the control group. Conclusion: This experiment shows that an active teaching methods is more effective to improve student sex knowledge than a passive approach. Thus, a cooperative learning method results in increases of both student's sex knowledge and interests in learning sex education. It needs to develop more diverse teaching methods and programs on sex education that are more systematic and tailored.

  • PDF

A Case Study on the Effective University Presentation Education - In the case of Writing and Communication Classes at Seoul National University of Science and Technology (효과적인 대학 프레젠테이션 교육을 위한 사례 연구 -서울과학기술대학교 <글쓰기와 의사소통>을 중심으로)

  • Kim, Se-Ryoung
    • Journal of Digital Convergence
    • /
    • v.12 no.11
    • /
    • pp.625-639
    • /
    • 2014
  • Nowadays, the importance of presentations is emphasized more and more. But the university presentation education has not met the today's needs. So this study is focused on showing effective practice methods and finding development directions of the university presentation education, by having a correct understanding of presentation as a process of convergence communication. To accomplish purpose of study, I analyzed and criticized the case of Writing and Communication classes at Seoul National University of Science and Technology which has carried out practical presentation education based on former learners presentation outcomes. As a result, I suggested actually helpful presentation education method by dividing and explaining presentation process into two stages which were 'contents planning' and 'expression&communication'. To properly actualize the university presentation education, It will have to operate as convergence program and activate more learner interactions, the communications between Instructor and learners.

Design and Implementation of Formative Assessment Program for Distance Computer Education (원격 컴퓨터 교육을 위한 형성평가 프로그램의 설계 및 구현)

  • Han, Byoung-Rae;Hong, Ji-Young;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
    • /
    • v.3 no.1
    • /
    • pp.143-150
    • /
    • 2000
  • As the society evolves into information age, new teaching and learning methods are proposed. In this paper, we design and implement an on-line quiz program for the formative evaluation of Distance Computer Education. The computer studies include many difficult concepts and those are hard to learn and the distance learning has the advantage of overcoming time and spatial limitations but it needs learner's strong motivations to study. Also, the formative evaluation may guide teachers and learners to studying course and it is necessary to prevent both users from too much load. Therefore, presenting quiz and solving it may be a better way for the formative evaluation and we design and implement a Quiz Program for the formative evaluation of Distance Computer Education. We believe that our program will improve motivation of students in Distance Computer Education

  • PDF

The Relationship Study between the Academic Achievement in ICT Literacy Education and Multiple Intelligences of the Elementary School Students (초등학생의 ICT소양교육 학업 성취도와 다중지능의 관계 연구)

  • Kim, Do-Yun;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.4
    • /
    • pp.103-110
    • /
    • 2004
  • As the importance of learner-centered ICT education is emphasized, school education should move toward the direction of respecting individual learners' capability rather than fitting learners into a fixed frame. Such a view finds its theoretical ground in Gardner's multiple intelligences theory. Thus ICT literacy education in elementary school also needs to consider individual student's abilities and talents based on their multiple intelligences and apply appropriate education programs and teaching methods. In order to provide basic materials for this, the present study examined the correlation between children's academic achievement in ICT literacy education and their multiple intelligences and inquired into which intelligences are factors determining achievement in ICT literacy education. According to the results. logical-mathematical intelligence is in a significant correlation with academic achievement in ICT literacy education. and logical-mathematical intelligence and linguistic intelligence are the most influential factors on academic achievement in ICT literacy education.

  • PDF

A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students - (친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 -)

  • Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Baek, Hye-Young
    • Korean Institute of Interior Design Journal
    • /
    • v.26 no.6
    • /
    • pp.97-105
    • /
    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.

A Research on the level of satisfaction of learner on after school caring education program (방과 후 아동지도사 양성 교육과정에 대한 학습자의 만족도 연구)

  • Kang, Sang-Gil;An, Hong-Sean;Oh, Suk-Won
    • Journal of Digital Convergence
    • /
    • v.10 no.7
    • /
    • pp.261-266
    • /
    • 2012
  • This research has been conducted to investigate the satisfaction level of the learners on after school caring education and the mechanism to improve the drawbacks. In doing so, questionnaire has been carried out on the learners who have finished after school caring education. The results indicates that satisfaction level have been the highest in those who are not married(SD=27.18), has graduated high school(SD=25.55), earn between 2mil and 3mil Won a month(SD=27,42), participate in the program through internet(SD=25.91) respectively. In addition, there have not been significant differences in the level of satisfaction according to motivating factors including benefits for obtaining certificate(SD=27.12), benefits for finding job(SD=26.76), benefit for leisure activity(SD=26.20) and benefit for promotion(SD=24,32). These results imply that there needs to be educational facility and program which can satisfy the learners.

Intelligent Vocabulary Recommendation Agent for Educational Mobile Augmented Reality Games (교육용 모바일 증강현실 게임을 위한 지능형 어휘 추천 에이전트)

  • Kim, Jin-Il
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.2
    • /
    • pp.108-114
    • /
    • 2019
  • In this paper, we propose an intelligent vocabulary recommendation agent that automatically provides vocabulary corresponding to game-based learners' needs and requirements in the mobile education augmented reality game environment. The proposed agent reflects the characteristics of mobile technology and augmented reality technology as much as possible. In addition, this agent includes a vocabulary reasoning module, a single game vocabulary recommendation module, a battle game vocabulary recommendation module, a learning vocabulary list Module, and a thesaurus module. As a result, game-based learners' are generally satisfied. The precision of context vocabulary reasoning and thesaurus is 4.01 and 4.11, respectively, which shows that vocabulary related to situation of game-based learner is extracted. However, In the case of satisfaction, battle game vocabulary(3.86) is relatively low compared to single game vocabulary(3.94) because it recommends vocabulary that can be used jointly among recommendation vocabulary of individual learners.