• 제목/요약/키워드: Learning Conceptual Model

검색결과 151건 처리시간 0.026초

대학 수업평가의 개념모형 개발 (A Study on Developing a Conceptual Model of Course Evaluation in University)

  • 이은화
    • 수산해양교육연구
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    • 제18권3호
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    • pp.314-328
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    • 2006
  • The purpose of this study is to establish a conceptual model of the course evaluations. in University. This paper has examined the course evaluations according to the levels, purposes, objects, and methods of them. And this paper has been classified for a conceptual model of the course evaluation. As the result of this analysis, four dimensions of course evaluation have been found. First, formative and summative evaluation have been found. The purposes of formative evaluation were improving quality of courses and collecting information for improvement of curriculum. The purposes of summative evaluation were offering informations on faculty staffing and improving of learning outcomes. Second, the levels of course evaluation were classified into university-level, professor-level, and student-level. Third, the objects of course evaluation were classified into analysis, design, development, implementation, and evaluation. Forth, the methods of course evaluation were classified into questionnaire, observation, interview, and content analysis. As a result of this analysis, 120 types of course evaluations have been found.

공공도서관의 초등학생 온라인 정보 리터러시 교육모형 개발연구 (A Study on the Development of an Online Information Literacy Instructional Model for Elementary School Students in Public Libraries)

  • 조상은;오경묵
    • 정보관리학회지
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    • 제41권2호
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    • pp.71-96
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    • 2024
  • 본 논문에서는 정보 리터러시 교육의 모형과 표준들이 학교를 기반으로 하여 공공도서관에서 진행하기에 한계가 있음을 확인하고, 공공도서관에서 초등 고학년 대상의 온라인 정보 리터러시 교육을 효과적으로 설계하고 실천하기 위한 교육 모형을 개발·제안하기 위하여 연구를 진행하였다. 선행문헌 고찰과 현황 및 사례 분석을 통해 정보 리터러시의 정의 및 영역, 학습 단계 및 활동, 개념 및 절차 모형, 교수학습 계획을 포함한 1·2차 모형을 개발하였다. 교육모형의 내적 타당성 평가를 위해 1·2차 전문가 조사를 진행하였으며, 수집된 의견을 종합하고 수렴하여 최종 모형을 도출하였다. 연구 결과, 최종적으로 개발된 교육모형은 '정보 리터러시 개념', '교육의 구성요소 영역', '개념 모형', '절차 모형', '설계원리 및 상세지침', '학습 단계 및 활동', '교수·학습 계획'의 7개의 영역으로 구성되었으며 모형을 적용하여 실제 교수학습계획을 제시하였다.

온라인 게임을 응용한 협동학습 모형 (A Model of Collaborative Learning Based on On-line Game)

  • 노창현;이완복
    • 게임&엔터테인먼트 논문지
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    • 제2권3호
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    • pp.8-14
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    • 2006
  • 협동학습과 교육용 게임에 대한 사회적 관심이 점차 증가하고 있다. 본 논문에서는 협동학습과 게임의 교육적인 가치에 대해 고찰하여 보고, 협동학습용 게임 모델을 제시한다. 제안된 모델은 개념적인 수준이지만, 온라인 게임이 어린 학생들에게 협동학습의 수단이 될 가능성을 충분히 보여준다. 구체적으로 실제학교에서 수행되어지는 협동학습 과정을 살펴보고, 이 과정을 그대로 따를 수 있는 온라인 게임의 요소들에 대해서 살펴본다.

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A Conceptual Framework for Determination of Appropriate Business Model in e-Learning Industry in Iran

  • Salehinejad, Abbas;Samizadeh, Reza
    • Asian Journal of Business Environment
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    • 제7권4호
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    • pp.17-25
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    • 2017
  • Purpose - The purpose of this study is to present a framework for determining the most appropriate business model for e-learning. Research design, data, and methodology - The Electronics Branch of Azad University has been elected as a case study in this research. This study conducted using a descriptive method. The information was obtained using interviews with experts including managers, faculty and students at the Electronics Branch of Azad University. Results - Three service-product system (product oriented system, use an oriented and result oriented system) approaches determined a framework for the formation of a portfolio. This portfolio is including three types of e-learning business models. Examining the relevant characteristics, correspondence of behaviorism learning theory with a product-oriented approach, correspondence of cognitivism theory with a user-oriented approach and in finally match correspondence of constructivist learning theory with a results-oriented approach which is evident. Conclusions - After reviewing the literature on the fields of e-learning, business model and product - service systems, we have achieved three types of e-learning business models. Then the variables in any of the business models were defined by using business model canvas tool and thus a portfolio consisting of three types of e-learning business model canvas was obtained.

성공적인 m-Learning 구현을 위한 핵심 요인에 대한 연구 (An Empirical Study on the Critical Factors for Successful m-Learning Implementation)

  • 황재훈;김동현
    • Journal of Information Technology Applications and Management
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    • 제12권3호
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    • pp.57-80
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    • 2005
  • This study defined the notion of general idea on m-learning as based upon e-Learning and mobile internet related literature review and identified the m-Learning distinctive features. Also, this study has searched for factors that are expected to influence the use intended for m-Learning from self-regulated learning, which is acknowledged to be a useful method for learning accomplishment in education field, in order to measure the relationship between learners' motivation and use intention. Then it has empirically validated the conceptual model based on Davis' TAM (Technology Acceptance Model) As a result, self-efficacy, self-determination, interest, contents quality, time management, help seeking, and Peer study are factors affecting Perceived usefulness. Also self-efficacy, self-determination, interest, contents qualify, time management, and peer study are factors affecting perceived ease of use. Finally both perceived usefulness and perceived ease of use are significant factors affecting use intention.

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A Proposed Framework for Evaluating the Return on Investment of E-Learning Programs at Saudi Universities

  • Hanaa Yamani
    • International Journal of Computer Science & Network Security
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    • 제23권2호
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    • pp.39-46
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    • 2023
  • The purpose of this study is to introduce a proposed Framework for Evaluating the Return on Investment (ROI) of E-Learning Programs at Saudi Universities. To achieve this goal, the descriptive analysis methodology is used to analyze the literature review about e-learning and its evaluation from different viewpoints, especially from the ROI-related perspective. As well as the literature reviews related to ROI and the methods of calculating it inside society institutes. This study suggests a conceptual framework for evaluating the ROI of E-Learning Programs at Saudi Universities. This framework is based on the merging process among the analyze, design, develop, implement, and evaluate (ADDIE) model for designing e-learning programs, which gives detailed procedures for executing the program, several evaluating models for e-learning, and the Kirkpatrick model for evaluating the ROI of e-learning. It consists of seven stages (analysis, calculating the costs, design, development, implementation, calculation of the benefits, and calculation of the final ROI).

개념이해와 학습활동을 고려한 초등학교 로봇 교육과정 모델 개발에 관한 연구 (A Study of Robot Curriculum to consider Conceptual Understanding and Learning Activities for Elementary School)

  • 김철
    • 정보교육학회논문지
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    • 제20권6호
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    • pp.645-654
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    • 2016
  • 최근 4차 산업혁명이 진행됨에 따라 초등학교 교육현장에서도 로봇교육의 중요성이 높아지고 있다. 본 논문에서는 2014, 2015 한국정보교육학회 정보과 교육과정모델을 기반으로 초등학교 SW교육에서 로봇분야 관한 개념이해와 학습활동을 고려한 초등학교 로봇 교육과정을 제안하였다. 이는 2015 소프트웨어 표준모델에서 제시한 무학년제 7단계를 개념이해와 학습활동을 고려한 내용체계로 재구성 하였다. 소프트웨어 교육과정 표준모델 일반화를 위하여 본 논문에서 제안한 개념이해 및 학습활동을 고려한 교육과정의 내용체계에 따라 성취기준을 마련하고 그에 따른 교육용 콘텐츠를 개발하여 활용한다면 우리나라 초등학교 소프트웨어 교육과 더불어 로봇교육 활성화에 기여할 것으로 기대된다.

학습자의 원격교육시스템 이용 의도와 성과에 대한 원격교육 자기효능감의 역할 (Role of Distance Learning Self-Efficacy in Predicting User Intention to Use and Performance of Distance Learning System)

  • 유일;황준하
    • Asia pacific journal of information systems
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    • 제12권3호
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    • pp.45-70
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    • 2002
  • This paper examines the role of distance learning self-efficacy, belief in one's capabilities of using a system in the accomplishment of web-based distance learning, in predicting user intention to use and performance of distance learning system. It used self-efficacy theory and technology acceptance model(TAM) to build a model that predicts relationships between antecedents to students' distance learning self-efficacy assessments and their behavioral and attitudinal consequences. The model was tested using LISREL analysis on the sample of 250 students who have worked with the Distance Learning System. The results indicated partial support for the conceptual model. In accordance with TAM, perceived usefulness had strong direct effects on intention to use and performance, while perceived ease of use had both direct and indirect effects on intention to use, but not performance. Distance learning self-efficacy had only direct effect on perceived ease of use to use. Computer experience was found to have a strong positive effect on distance learning self-efficacy, and computer anxiety had a negative effect on distance learning self-efficacy. Implications of these findings are discussed for researchers and practitioners.

A Study on Deep Learning Model-based Object Classification for Big Data Environment

  • Kim, Jeong-Sig;Kim, Jinhong
    • 한국소프트웨어감정평가학회 논문지
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    • 제17권1호
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    • pp.59-66
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    • 2021
  • Recently, conceptual information model is changing fast, and these changes are coming about as a result of individual tendency, social cultural, new circumstances and societal shifts within big data environment. Despite the data is growing more and more, now is the time to commit ourselves to the development of renewable, invaluable information of social/live commerce. Because we have problems with various insoluble data, we propose about deep learning prediction model-based object classification in social commerce of big data environment. Accordingly, it is an increased need of social commerce platform capable of handling high volumes of multiple items by users. Consequently, responding to rapid changes in users is a very significant by deep learning. Namely, promptly meet the needs of the times, and a widespread growth in big data environment with the goal of realizing in this paper.

Classes in Object-Oriented Modeling (UML): Further Understanding and Abstraction

  • Al-Fedaghi, Sabah
    • International Journal of Computer Science & Network Security
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    • 제21권5호
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    • pp.139-150
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    • 2021
  • Object orientation has become the predominant paradigm for conceptual modeling (e.g., UML), where the notions of class and object form the primitive building blocks of thought. Classes act as templates for objects that have attributes and methods (actions). The modeled systems are not even necessarily software systems: They can be human and artificial systems of many different kinds (e.g., teaching and learning systems). The UML class diagram is described as a central component of model-driven software development. It is the most common diagram in object-oriented models and used to model the static design view of a system. Objects both carry data and execute actions. According to some authorities in modeling, a certain degree of difficulty exists in understanding the semantics of these notions in UML class diagrams. Some researchers claim class diagrams have limited use for conceptual analysis and that they are best used for logical design. Performing conceptual analysis should not concern the ways facts are grouped into structures. Whether a fact will end up in the design as an attribute is not a conceptual issue. UML leads to drilling down into physical design details (e.g., private/public attributes, encapsulated operations, and navigating direction of an association). This paper is a venture to further the understanding of object-orientated concepts as exemplified in UML with the aim of developing a broad comprehension of conceptual modeling fundamentals. Thinging machine (TM) modeling is a new modeling language employed in such an undertaking. TM modeling interlaces structure (components) and actionality where actions infiltrate the attributes as much as the classes. Although space limitations affect some aspects of the class diagram, the concluding assessment of this study reveals the class description is a kind of shorthand for a richer sematic TM construct.