• Title/Summary/Keyword: Online Content Development

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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.

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).

Mobilizing Learning: Using Moodle and Online Tools via Smartphones

  • Al-Kindi, Salim Said;Al-Suqri, Mohammed Nasser
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.3
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    • pp.67-86
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    • 2017
  • The emergence of smart devices such as smartphones (e.g., iPhone) and tablets (e.g., iPad) may enhance e-learning by increasing communication and collaborative learning outside the classroom. These devices also facilitate the use of online technologies such as Facebook. However, the adaptation of Learning Management System (LMS) services to mobile devices took longer than social networks or online tools such as Facebook and Twitter have already been long used via smartphone. The main purposes of this study are to explore students' skill levels of LMS (Moodle) and their knowledge of online tools or technologies and then examine if there is a correlation between smartphone use and using of online tools and Moodle in learning. The study conducted among 173 students in the Department of Information Studies (DIS) in Oman, using online survey. The study found that most students demonstrated high levels of accessing course/subject materials and regularly engaging with studies of using LMSs. YouTube, Wikipedia and Facebook were clearly recorded as the most popular sites among students while LinkedIn and Academia.edu were two online tools that had never been heard of by over half of the 142 participants. Emailing and searching are recorded the most popular online learning activities among students. The study concluded that students prefer to use smartphone for accessing these tools rather than using it to access LMSs, while a positive correlation was found between the use of these tools and smartphones, but there was no correlation between smartphones and using LMSs.

Classification of Online Simulation Content for Effective Engineering E-Learning Courses (효과적 이러닝 실습전략을 위한 온라인 시뮬레이션 구현방법 및 학습활동 분류)

  • Hwang, Suk
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.77-83
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    • 2010
  • Effectiveness of the e-learning hands-on practice in the engineering education depends on the quality of the contents of which simulation is a part and the teaching strategy of the instructor. Instructors who develop and use the simulation-included e-learning content should employ various teaching and learning activities which would make online simulation practice effective. Thus, the strategy for the effective e-learning simulated practice in engineering courses should be known and used effectively. The aim of this paper is to classify the development methods of the simulations and the teaching and learning activities of the development types classified. The comparison of the teaching and learning activities leads to suggestion on teaching and learning strategy for effective use of the online simulation in engineering education.

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A Development of Online Gamification for Adolescents Social Entrepreneurship Education (청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발)

  • Park, Sung JIn;Heo, Eun Hye;In, Jaehyun;Hong, Miji
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.25-34
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    • 2021
  • The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

A Study on the Efficiency Measurement Method for the Development Process of Online Content (온라인콘텐츠 개발프로세스의 효율성 측정방법 연구)

  • Yun, BongShik;Yoo, Sowol
    • Smart Media Journal
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    • v.11 no.1
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    • pp.9-16
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    • 2022
  • With the development of online commercializing technology and the growth of online market, it has become extremely important for companies that aim to commercialize their products and services to control time and resources. Even when a single company has control over the entire process, it is necessary to maintain the efficiency among the process of development. In particular, when there is a lot of cooperation throughout the course of development, requiring many parties to communicate with each other, the issue of declining efficiency becomes much clearer. The timing of when to launch a product or service has become just as important as completing and testing them for companies. Companies have developed new tools to prevent situations that may lead to inefficiency in the development process, including an increase in the amount of resource used or issues with security maintenance. However, there is a lack of proper measurement tool that assesses what kind of additional benefits the entire process of the company is bringing, or whether or not the processes need to be improved in certain areas. Thus, this study aims to suggest a method to measure efficiency, to provide an empirical efficiency measurement method for the development process of online content.

Development of On-line Content Evaluation Standards for Informatics Gifted Students (정보영재를 위한 온라인 콘텐츠 평가 준거 개발)

  • Kim, Yong;Kim, Jung-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.487-495
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    • 2010
  • Online content evaluation standards were suggested in order to improve quality of education for informatics gifted students in this paper. This evaluation standards were developed by thinking and learning style and characteristics of gifted students which were presented in preceding research. The evaluation standards were reviewed through reliability analysis as well as analysis of the characteristics of items and validity analysis by experts of informatics gifted student education sector. In the result of analysis, reliability of items has been very reliable. Level of difficulty and discrimination about the characteristics of items has also shown satisfactory value. Developed the evaluation standards has 5 evaluation categories such as "talent development", "Interaction", and others. It also has 11 evaluation factors and 40 evaluation items. The online content evaluation standards can be helpful and useful in order to develop qualitative online contents and select online contents for informatics gifted student.

Assessment of Academic Utilization of Online Information Resources by Undergraduate Students in University of Nigeria, Nsukka

  • Mole, Austin J.C.
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.3
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    • pp.29-48
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    • 2017
  • The aim of this paper was to determine the utilization of online information resources by undergraduate students in the University of Nigeria, Nsukka. It was undertaken specifically with the objectives of identifying the online information resources used; academic purposes for their use, extent, problems and strategies for improving the academic use of the resources by undergraduate students. Descriptive survey was used as the research design. The population of this study comprises of all 25,657 regular registered undergraduate students in University of Nigeria, Nsukka. The sample for this study comprises 2500 students which is 10% of the population. The results of the study shows that most of the online information resources are not used by the undergraduate students. Just a few of them are highly used. Some of the academic purposes for the use of the resources include to do course assignment and project works and to stay up-to-date on social events. The major problems responsible for the low utilisation of the resources include incessant power failure, limited available computers in the university library, and server's low bandwidth. Based on the findings, maintenance of uninterrupted power supply, provision of enough computers in the library; constant upgrade of server's bandwidth and many more were recommended as the strategies for improving the use of online information resources by undergraduate students in UNN. The implication of this study lies in the fact that solutions to the problems raised would be helpful to the university management, librarians and students in ensuring maximum and adequate provision and effective utilisation of online information a resources in the library.

A Study on the Certification System for Offline Stores Selling Copyrighted Contents: Copyright OK Case (정품 콘텐츠 판매 오프라인 업체 인증제도 방안 연구: 저작권 OK 사례)

  • Gyoo Gun Lim;Jae Young Choi;Woong Hee Lee
    • Information Systems Review
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    • v.19 no.4
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    • pp.27-42
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    • 2017
  • With the rapid development in network, graphic technology, and digital technology, content industry is emerging as an important industry for new cultural development and economic development. The development in digital content technology has remarkably expanded the generation and distribution of contents, thereby creating new value and extending into a large distribution market. However, the ease of distribution and duplication, which characterizes digital technology, has increased the circulation of illegal contents due to illegal copying, theft, and alteration. The damage caused by this illegal content is severe. Currently, a copyright protection system targeting online sites is available. By contrast, no system has been established for offline companies that sell offline genuine content, which compete with online companies. The demand for content of overseas tourists is increasing due to the Korean wave craze. Nevertheless, many offline content providers have lost competitiveness due to illegal content distribution with online companies. In this study, we analyzed the case and status of similar copyright certification systems in Korea and overseas through previous research and studied a system to certify the offline genuine contents business. In addition to the case analysis, we focused on interviews obtained through in-depth interviews with the copyright stakeholders. We also developed a certification framework by establishing the certification domain, certification direction, and incentive of the certification system for offline businesses with genuine content. Selected certification direction is ethical, open, inward, store, and rigid (post evaluation). This study aimed to increase awareness among consumers about the use of genuine content and establish a transparent trading order in a healthy content market.