• 제목/요약/키워드: digital learning environment

검색결과 401건 처리시간 0.02초

고등교육에서의 이러닝 환경 및 콘텐츠 현황에 관한 연구 (A Study on e-Learning environment and contents in higher education)

  • 김상우;이명숙
    • 디지털산업정보학회논문지
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    • 제14권3호
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    • pp.103-113
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    • 2018
  • The purpose of this study supports the establishment of national e-learning policy by analyzing e-learning status and current status of higher education. Enhance the competitiveness of higher education through sharing information between universities. And to improve e-learning quality management. We surveyed the current status of e-learning in 341 universities and questionnaires about e-learning content, e-learning application form, e-learning platform status was surveyed through each school's learning management system. As a result, the infrastructure of e-learning, the rate of platforms secured, and the contents are increasing gradually each year; however, still, not all students can receive the services equally. Dedicated servers and learning management systems were secured by more than 70% of general universities. In the current development status of e-learning content, multimedia, animation, and text forms are gradually decreasing, but video contents are increasing every year. Most of the online contents were used in the e-learning contents by application type, and blended learning, flipped learning, and mooc is not yet actively used since they are still in the beginning stage. Learning analysis techniques should be supported in order to easily use online learning contents such as flipped learning and mooc. We suggest that the effectiveness of e-learning should be measured and the current state of learning analysis for customized learning should be done. This study aims to contribute to the improvement of competitiveness of higher education by sharing information about e-learning among universities as a basis for improvement of e-learning policy. Future tasks are to improve the customized learning environment by adding whether the system environment for learning analysis is provided at the time of the survey.

e-Learning 강의 지원을 위한 디지털콘텐츠 서비스 활성화 방안연구 - I 대학 교수.학생.도서관서비스를 중심으로 - (Study on Activate Methods for Digital Contents Service to Support Academic Courses in e-Learning)

  • 이종원;고찬
    • 디지털융복합연구
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    • 제8권2호
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    • pp.89-102
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    • 2010
  • 본 연구에서는 각 대학의 최근 변화된 강의환경을 고려하여 도서관에서 제공하고 있는 상용 디지털 콘텐츠와 대학의 e-Learning 현황을 분석하고 현재의 환경하에서 요구되어지는 대학도서관 서비스 활성화 방안을 제언하고자 한다. 이를 위하여 e-learning 강의를 이용하고 있는 I 대학의 교수 학생을 대상으로 e-Learning 강의 지원에 미치는 대학도서관에서 제공하는 상용 디지털콘텐츠 서비스 품질에 대한 설문을 실시하였다. 도서관의 상용 디지털콘텐츠 제공 서비스 품절은 디지털도서관 서비스 측정모형으로 사용되어지고 있는 Digital Library Service Quality Index(이하 DL-SQL모형이라 함)을 바탕으로 4개의 차원(정보시스템 품질, 디지털장서 품질, 고객서비스 품질, 고객커뮤니티 품질)과 7개의 구성요인(검색성, 전담조직 및 인터페이스, 접근성, 디지털장서, 고객지원서비스, 개인화서비스, 고객커뮤니티) 등을 일부 수정하여 디지털 콘텐츠관련 서비스 품질을 측정하였다. 측정결과 디지털콘텐츠 관련 도서관서비스에서 "고객서비스"와 "고객커뮤니티" 품질 서비스는 "정보시스템"과 "디지털장서"에 대한 품질 서비스보다 e-Learning 강의 지원과 학습에 더 영향을 주는 것으로 분석 되었다. 이러한 결과는 e-Learning 강의를 개설하는 교수와 수강하는 학생들에게 대학도서관에서 상용 디지털콘텐츠를 구입하여 제공하는 양적 푸싱 서비스 보다는 도서관의 대 이용자 고객맞춤정보 서비스가 e-Learning 강의지원에 더 많은 영향을 끼치는 요인으로 분석됨으로써 향후 대학에서 e-Learning 강의와 연계된 디지털콘텐츠 구축관련 정책수립시 참고해야 할 도서관 서비스 활성화 방안을 제언하고자 한다.

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Formation of the Digital Generation in a Distance Learning Environment

  • Nataliіa, Levchenko;Nataliia, Sukhostavets;Lesia, Zelman;Alla, Kulichenko;Kseniia, Balabanova
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.335-341
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    • 2022
  • This article is devoted to the study of the process of formation of the digital generation in a distance learning environment. With the introduction of quarantine due to the spread of COVID-19, opponents of digital technologies were forced to turn to relevant resources, while supporters identified new opportunities for the development of didactics and education in general. The irreversibility of the former educational reality became apparent and only the scale of the vision of potential change by interested and disinterested groups differed. Using a comprehensive approach, the authors consider the issues related to the direct and indirect impact of distance learning on children and young people born after the beginning of the XXI century. The article reveals the prerequisites and implications of distance education for the interaction of participants in the educational process. IC technologies during the educational process in the primary grades, in addition to identifying the student's learning deficit, should provide the transmission of non-verbal signals, which are important for children of this age. At the same time in the secondary school IR-technologies are designed to replace frontal learning during the assimilation of knowledge and at the same time not to worsen the quality of the educational process. Formation of students in the HEI takes place in the political science format, constant discussion of problem situations, so the task of introducing IC technology in this process is the accurate transfer of the content of the discussions. Individualization and autonomization of the educational process, its dependence on the results of the choice of educational content, and the use of pedagogical management tools change the philosophy of education for children and youth. The authors conclude that the formation of a digital generation, characterized by an increased level of digital literacy of children and youth, the possession of a certain level of digital capacity requires the use of strategies aimed at optimizing the learning process in a digital educational environment.

성공적인 이러닝 모델 구축을 위한 연구 (A Research for Building the Successful e-learning Model)

  • 한경일
    • 디지털융복합연구
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    • 제5권2호
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    • pp.15-24
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    • 2007
  • This article is for building the successful e-learning model. In order to achieve th purpose of this article, it is described as follows. First, the changing educational environment due to Web technology was analyzed; And some Web-based teaching models for desirable performance and how to select the right software were suggested under the given circumstance. Finally, requirements for successful e-learning were described.

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유아보육·교육기관의 교사 전문성 지원 환경이 유아교사의 인공지능 기술수용의도에 미치는 영향: 스마트·디지털 기기 활용 경험에 의해 조절된 과학교수태도의 매개효과를 중심으로 (The Effect of Early Childhood Education and Care Institution's Professional Learning Environment on Teachers' Intention to Accept AI Technology: Focusing on the Mediating Effect of Science Teaching Attitude Modified by Experience of Using Smart·Digital Device)

  • 안혜령;이보람;조우미
    • 한국보육지원학회지
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    • 제19권2호
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    • pp.61-85
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    • 2023
  • Objective: This study aims to investigate whether science teaching attitude of early childhood teachers mediates the relationship between the professional learning environment of institutions and their intention to accept artificial intelligence (AI) technology, and whether the experience of using smart and digital devices moderates the effect of science teaching attitude. Methods: An online survey was conducted targeting 118 teachers with more than 1 year of experience in kindergarten and day care center settings. Descriptive statistical analysis, correlation analysis, and The Process macro model 4, 14 were performed using SPSS 27.0 and The Process macro 3.5. Results: First, the science teaching attitude of early childhood teachers served as a mediator between the professional learning environment of institutions and teachers' intention to accept AI technology. Second, the experience of using smart and digital devices was found to moderate the effect of teachers' science teaching attitude on their intention to accept AI technology. Conclusion/Implications: This results showed that an institutional environment that supports teachers' professionalism development and provides rich experience is crucial for promoting teachers' active acceptance of AI technology. The findings highlight the importance of creating a supportive institutional envionment for teacher's professional growth, enhancing science teaching attitudes, and facilitating the use of various devices.

이러닝과 모바일 러닝의 상호작용에서 요구되는 요소에 관한 연구 (A Study about Components for Interaction on e-Learning and Mobile Learning Environment)

  • 한금주;문남미
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2007년도 한국컴퓨터종합학술대회논문집 Vol.34 No.1 (B)
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    • pp.156-160
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    • 2007
  • 정보 통신 기술의 발전으로 교육 환경은 이러닝(e-Learning)과 모바일 러닝(Mobile Learning)이 지원되는 융합(convergence)된 네트워크 환경이 구축되고 있으며, 새로운 교수법을 필요로 한다. 학습자의 학습 환경(learning environment)에 따라 이러닝과 모바일 러닝이 상호작용(interaction)하여 학습 활동이 끊김없이(seamless) 수행되도록 한다. 본 논문에서는 이러닝과 모바일 러닝 환경에서 학습 활동을 수행하는 과정에서 상호작용하는 레이어를 설계한다. 각 레이에의 흐름(flow)에서 필요한 요소로 메타데이터(metadata)를 도출하고, 메타데이터를 다른 요소에서 필요로 할 때 재사용(reusable)할 수 있도록 하였다.

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

  • 윤영한
    • 통상정보연구
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    • 제9권2호
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    • pp.103-120
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    • 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.

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디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰 (Consideration at the idea to utilize educational cm1mts under digital convergence environment)

  • 오문석;김문석
    • 디지털산업정보학회논문지
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    • 제7권4호
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    • pp.101-110
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    • 2011
  • The change of digital convergence service environment converted the subject of design into user -centric one instead of developer-centric one, and changed the existing design environment focused on product development into the new user -centric design environment. Accordingly, GUI considering user's usability come to take big shares in those contents being used for multimedia equipments. However, as the present educational contents provide complex interface due to its design produced based on the existing e-learning system, they have many problems in that they don't consider user's usability. Thus this paper aimed to analyze actual examples through GUI elements of educational contents being used for multimedia equipments and attempt to suggest some directions for development. additionally, consider the various characteristics of digital convergence environment and educational contents, and try to set up strategic directions possible to utilize user'-centric interface elements more usefully and properly at the time to produce designs.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • 디자인학연구
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    • 제20권2호
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
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    • 제4권1호
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.