• Title/Summary/Keyword: Learning Content

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Content Modeling Based on Social Network Community Activity

  • Kim, Kyung-Rog;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.10 no.2
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    • pp.271-282
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    • 2014
  • The advancement of knowledge society has enabled the social network community (SNC) to be perceived as another space for learning where individuals produce, share, and apply content in self-directed ways. The content generated within social networks provides information of value for the participants in real time. Thus, this study proposes the social network community activity-based content model (SoACo Model), which takes SNC-based activities and embodies them within learning objects. The SoACo Model consists of content objects, aggregation levels, and information models. Content objects are composed of relationship-building elements, including real-time, changeable activities such as making friends, and participation-activity elements such as "Liking" specific content. Aggregation levels apply one of three granularity levels considering the reusability of elements: activity assets, real-time, changeable learning objects, and content. The SoACo Model is meaningful because it transforms SNC-based activities into learning objects for learning and teaching activities and applies to learning management systems since they organize activities -- such as tweets from Twitter -- depending on the teacher's intention.

Design and Implementation of a Content Model for m-Learning

  • Shon, Jin Gon;Kim, Byoung Wook
    • Journal of Information Processing Systems
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    • v.10 no.4
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    • pp.543-554
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    • 2014
  • It is difficult for mobile learners to maintain a high level of concentration when learning content for more than an hour while they are on the move. Despite the attention span issue, many m-learning systems still provide their mobile learners with the same content once used in e-learning systems. This has called for an investigation to identify the suitable characteristics of the m-learning environment. With this in mind, we have conducted a survey in hopes of determining the requirements for developing more suitable m-learning content. Based on the results of the survey, we have developed a content model comprised of two types: a segment type and a supplement type. In addition, we have implemented a prototype system of the content model for Apple iPhones and Android smartphones in order to investigate a feasibility study of the model application.

Implement of Mobile Learning Contents using u-smart tourist information2.0 (u-스마트 관광정보2.0를 이용한 모바일 학습 콘텐츠 구현)

  • Sun, Su-Kyun;Lee, Seung-Woo
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.243-250
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    • 2015
  • Mobile learning content implementing is IT tourism convergence study that IT convergence IT and tourism. Learning to increase the effectiveness of mobile learning content for each learning module, It proposed u-smart tourist information 2.0 systems. Mobile learning content, implementation is u-smart tourist information 2.0 can use the system. Convergence/integration of design patterns and XML is so interesting to students. This is the maximum benefit which is taught classes for each learning module divided into learning the Design Pattern NCS. As a result, the learner. In particular, attendance has come out better the effect of learning and improved. Another advantage is tourism, information content information quality mobile learning content for and construct a tourist information content that you can do in real time. Also, mobile learning content, implementation in the next NCS expected to use a lot of help in learning. This study is the result of increased learning the analysis of the lessons learned. Implement mobile learning content gives fun and interesting to the learner to ten design process using the u-Smart Tourist Information class 2.0.

A SCORM-based e-Learning Process Control Model and Its Modeling System

  • Kim, Hyun-Ah;Lee, Eun-Jung;Chun, Jun-Chul;Kim, Kwang-Hoon Pio
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.11
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    • pp.2121-2142
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    • 2011
  • In this paper, we propose an e-Learning process control model that aims to graphically describe and automatically generate the manifest of sequencing prerequisites in packaging SCORM's content aggregation models. In specifying the e-Learning activity sequencing, SCORM provides the concept of sequencing prerequisites to be manifested on each e-Learning activity of the corresponding tree-structured content organization model. However, the course developer is required to completely understand the SCORM's complicated sequencing prerequisites and other extensions. So, it is necessary to achieve an efficient way of packaging for the e-Learning content organization models. The e-Learning process control model proposed in this paper ought to be an impeccable solution for this problem. Consequently, this paper aims to realize a new concept of process-driven e-Learning content aggregating approach supporting the e-Learning process control model and to implement its e-Learning process modeling system graphically describing and automatically generating the SCORM's sequencing prerequisites. Eventually, the proposed model becomes a theoretical basis for implementing a SCORM-based e-Learning process management system satisfying the SCORM's sequencing prerequisite specifications. We strongly believe that the e-Learning process control model and its modeling system achieve convenient packaging in SCORM's content organization models and in implementing an e-Learning management system as well.

Predicting Learning Achievements with Indicators of Perceived Affordances Based on Different Levels of Content Complexity in Video-based Learning

  • Dasom KIM;Gyeoun JEONG
    • Educational Technology International
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    • v.25 no.1
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    • pp.27-65
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    • 2024
  • The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.

Designing the Content-Based Korean Instructional Model Using the Flipped Learning

  • Mun, Jung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.15-21
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    • 2018
  • The purpose of this study is to design a Content-based Korean Class model using Flipped learning for foreign students. The class model that presents on this paper will lead the language learning through content learning, also it will be enable the student more active and to have an initiative in the class. Prior to designing a Content-based Korean Class model using Flipped learning, the concepts and educational significance and characteristics of flip learning were reviewed through previous studies. Then, It emphasizes the necessity of teaching method adapting Flipped learning to Content-based teaching method in Korean language education. It also suggests standards and principles of composition in Contents-based teaching method using Flipped learning. After designing the instructional model based on the suggested standards and principles, it presents a course of instruction about how learning methods, contents and activities should be done step by step. The Content-based Korean class model using the Flipped learning will be an alternative approach to overcome the limitations of teacher-centered teaching methods and lecture-teaching methods which are the dominant of present classroom environment.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
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    • v.18 no.2
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    • pp.47-57
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    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).

How to Search and Evaluate Video Content for Online Learning (온라인 학습을 위한 동영상 콘텐츠 검색 및 평가방법)

  • Yong, Sung-Jung;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.24 no.3
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    • pp.238-244
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    • 2020
  • The development and distribution rate of smartphones have progressed so rapidly that it is safe for the entire nation to use them in the smart age, and the use of smartphones has become an essential medium for the use of domestic media content, and many people are using various contents regardless of gender, age, or region. Recently, various media outlets have been consuming video content for online learning, indicating that learners utilize video content online for learning. In the previous research, satisfaction studies were conducted according to the type of content, and the improvement plan was necessary because no research was conducted on how to evaluate the learning content itself and provide it to learners. In this paper, we would like to propose a system through evaluation and review of learning content itself as a way to improve the way of providing video content for learning and quality learning content.

An Importance-Performance Analysis on the e-Learning Content Components of Cyber Graduate School (원격대학원 콘텐츠 구성요소에 대한 중요도-수행도 분석: J대학 원격대학원 사례를 중심으로)

  • Lee, Jung Yull
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.303-312
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    • 2022
  • In this study, the importance-performance analysis (IPA) of the content components of remote graduate students was conducted. To this end, an online survey of 221 remote graduate students at J University obtained the following results. First, the importance of content components by area was in the order of learning content, interaction, teaching-learning strategy, and evaluation, and the degree of execution was in the order of teaching-learning strategy, interaction, evaluation, and learning content. Second, it was found that there were significant differences between importance and performance in the four areas of content components: learning content, teaching-learning strategy, interaction, and evaluation. The importance-execution analysis (IPA) was conducted in two dimensions: region-specific and item-specific, and the results are as follows. The learning content was found to be the maintenance area, the teaching-learning strategy and interaction were the key improvement areas, and the evaluation area was the overinvestment area. The results of this study can be used as basic data to diagnose the present of remote graduate school content and to gauge what needs to be improved in the future based on it.

A Study on e-learning Contents Opening Information for Distribution Industry Labor Competence (유통산업 인력 역량강화를 위한 이러닝 콘텐츠 정보공개 항목에 관한 연구)

  • Kim, Yong
    • Journal of Distribution Science
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    • v.15 no.8
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    • pp.65-73
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    • 2017
  • Purpose - Although e-learning has this advantage, currently many organizations have failed to recognize the necessity for basic e-learning educational training. It follows that practitioners working in the above organizations face the difficulty of having to find educational training processes of boosting their capabilities by themselves, rather than being able to utilize the educational training processes offered by e-learning. So of their own accord, learners have considered the necessity of information relating to being able to choose between high quality educational training processes. The purpose of this study is to propose opening e-learning content information for enabling an efficient choice of learning processes related to e-learning. Research design, data, and methodology - To pinpoint the items of e-learning content information, the study was initiated according to the following process. First, information relating to e-learning content (offered on e-learning websites) was researched. Second, based on the items of information which emerged from the research, selection and validity verification took place with 5 e-learning specialists as the subjects. Third, the opinions of adult learners at K University were collated relating to the items of information which emerged from the research. Results - The e-learning content information was comprised of 16 items in order to improve the choosing process for learner's e-learning contents. The analysis results showed that when learners were choosing e-learning processes, the most highly considered item was 'mobile support' (4.35). Following this (in order) were 'tuition fees' (4.30), 'certificate issuing' (4.23), and 'awareness of educational institution' (4.18). The least considered items were 'recruiting learners' (3.01) and 'tutor support' (3.18). Conclusions - The 16 items of e-learning content information in this study, were deemed to be helpful to learners in providing them with a choice of desirable e-learning process when this process was offered to them. Following this, there is a need for service institutions offering e-learning processes to make public the information suggested by this study. Research into educational methods additionally points to a necessity for not only e-learning forms, but also offline educational methods and a combination of blended learning to be offered and run parallel to e-learning.