• Title/Summary/Keyword: e-러닝 플랫폼

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Developing a Platform of Platform for Disaster Technology and Information Sharing (재난기술·정보 공유를 위한 글로벌체계 플랫폼 개발)

  • Lee, Young Jai
    • Journal of Korean Society of Disaster and Security
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    • v.5 no.1
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    • pp.13-19
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    • 2012
  • This paper introduces platform of platform (POP) for global network on climate adaptation change and disaster risk reduction (CCA/DRR). The POP consists of disaster prevention technology e-market platform, e-learning platform, information sharing platform, and monitoring platform for AMCDRR action plan. The POP is developing based on Korean e-Government standard framework and supports Web and mobile service. Additionally the POP uses special product and technology to search and classify data about CCA/DRR.

Study on e-Learning Platform for Higher Education in Developing Countries - Case Study of Cambodia (개발도상국 고등교육을 위한 이러닝 플랫폼에 관한 연구 - 캄보디아 사례를 중심으로)

  • Mak, Sayphearoth;Kwon, Ho Yeol
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1263-1270
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    • 2018
  • We investigated the e-learning platforms for higher education in developing countries. First, we introduced e-learning environmental factors such as ICT technology as well as ASEAN Cyber University (ACU) project for developing countries. And then, we presented Cambodian case as an example of e-learning platform for developing countries. We analyzed the national education policy and ICT environment as well as the demands and obstacles of e-learning in Cambodia. We derived e-learning strategies and plans based on the analysis results, and finally proposed e-learning platform C-MOOC Net. In order to verify the proposed scheme, we developed prototype of C-MOOC Net system which is implemented based on open software. As a result, we have met the requirement of networking the C-MOOC hub, supporting localization of local language and personalization of favorite courses respectively.

Research on Case Analysis of Library E-learning Platforms: Focusing on Learning Contents and Functions (도서관 이러닝 플랫폼 사례분석 연구 - 학습 내용 및 기능을 중심으로 -)

  • SangEun, Cho;KyungMook, Oh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.209-238
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    • 2023
  • This study aims to propose the main learning contents, functions and activation plans for building an e-learning platform for libraries through a literature review, case analysis and expert survey. Through the literature review, it was found that libraries must play a role in providing high-quality online education for users in the e-learning ecosystem. Based on the previous studies, a learning function analysis tool was developed for the analysis of the library's e-learning platform. Based on this, the learning contents, learning functions and characteristics of library e-learning platforms were analyzed, and expert surveys and interviews were conducted. As a results, the construction of a platform for effectively applying learning processes and technology is essential for the library's sustainable e-learning services. The contents that should be provided for characteristics of library education, reading guidance, information literacy instruction, library usage instruction, and the latest IT technologies. And The main learning functions include the ability to conduct video lectures and real-time classes among learning types, and learning activity support functions, a cloud platform support function and a personalized environment support function. Additionally, suggested re-education for library staff to improve their technical skills and the formation of an e-learning team.

The Effects of Gamification of e-Learning Platforms on Engagement: Focusing on Moderating Effects of Interaction, Difficulty, and Length (e-러닝 플랫폼의 게임화가 인게이지먼트에 미치는 영향: 상호작용, 스터디 난이도, 스터디 길이의 조절효과를 중심으로)

  • Ohsung Kim;Jungwon Lee
    • Information Systems Review
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    • v.26 no.1
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    • pp.73-91
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    • 2024
  • Recently, e-learning platforms are rapidly growing by innovating the education industry by applying various IT technologies. Because student participation in the online environment is considered a prerequisite for learning, low participation rates are considered one of the most important issues determining the performance of e-learning platforms. Gamification has grown rapidly over the past decades and is highly valued for its applicability in education because it is expected to enhance learning motivation. However, despite the interest of researchers, previous studies have reported conflicting results on the effect of gamification on participation rates in the context of e-learning platforms, and have mainly studied structural gamification, but have not sufficiently addressed the effects of content gamification. In this context, this study aims to analyze the effect of content gamification on e-learning platform engagement and to explore the boundary conditions moderating this effect. For empirical analysis, 5,017 data registered from February 11, 2022 to May 31, 2022 were analyzed for the education platform entry (https://playentry.org). The propensity score matching method and Poisson multilevel regression model were applied as analysis methods. As a result of the analysis, content gamification had a statistically significant effect on engagement, and the interaction effects of interaction and content difficulty were statistically significant.

e-learning study measurement method QPS ; Question Pass System (온라인 학습에서의 학습 정도 측정 방법의 대안 QPS ; Question Pass System)

  • Lee, Doo-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.768-769
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    • 2013
  • e-learning platform need some Online's merit. Nowadays e-learning is widely using. at this time, It need some various educational model. futhermore, It is essential that korean competitive educational environment. one of the solution, suggest the 'QBS' system.

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Design and Implementation of Effective E-Learning Education Contents Considering Multi-Platform Environment (다중 플렛폼 환경을 고려한 효율적인 이러닝 교육 콘텐츠 설계 및 구현에 관한 연구)

  • Choi, Sung-Wook;Choi, Min-Seok
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.1-9
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    • 2012
  • The purpose of this study is to present a methodology to effectively produce the e-learning contents in two platform types of PC based and mobile based platforms. Currently, the compatibility problem of flash technology widely used in the e-learning content production of existing PC based platform not supporting flash in some mobile platforms is being created while the condition of accompanying inconvenience in learning due to small screen and difference of input interface is being created in case of using the contents for PC even in case of the mobile platforms in which flash is supported. Considering this situation, this study is presenting a content development methodology that can provide services in both platform types based on standard technologies such as HTML 5. In conclusion, the methodology proposed in this study separates the content and the view of learning contents while supporting to enable content implementation using various forms of views based on the content database that has been constructed to show very efficiently characteristics in the content reuse and the multi platform support categories.

The Effect of Mobile e-Learning Contents Platform Characteristics on Reuse Intention

  • Na, Jun-Gyu;Kim, Dongyeon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.183-191
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    • 2020
  • Many learners are encountering e-Learning contents with smart devices and contents provides are carefully observing learners' reuse intention and behavior. Therefore, this study investigated the effect of e-Learning content platform characteristics on reuse intention for 200 users with smartphone-based e-Learning experience. The results show that the characteristics affecting reuse intention are content quality, interactivity, and ubiquity. Moreover, for men, only interactivity affects reuse intention, and for women, ubiquity and content quality affect reuse intention. When using smartphone-based e-Learning for less than an hour a day, only content quality affects reuse intention. On the contrary, ubiquity, convenience, and interactivity influence reuse intention when learning for more than one hour. Our results suggest meaningful implications that how e-Learning companies change their smartphone-based platform business strategy and how they utilize its key factors.

e-Learning Metadata element Development in Multi-platform(PC-to-Mobile-to-DTV) Environment (멀티플랫폼 환경에서의 e러닝 메타데이터 요소 개발)

  • AN Jung-Eun
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.79-81
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    • 2005
  • 최근 SCORM, Dublin Core등의 국제 표준 메타데이터와 함께, 세계 사실 표준이라 할 수 있는 IMS와 IEEE/LTSC의 LOM이 e-Learning의 특성을 반영한 메타데이터로서 현재 국$\cdot$내외적으로 많은 e-Learning 업체 및 기관에서 활용되고 있다(5). 그러나 LOM에서 정의한 메타데이터는 멀티플랫폼 환경을 고려하지 않고 있고, 제작 및 유통되고 있는 대부분의 e-Learning 콘텐트는 멀티미디어 특성에 대한 메타데이터 요소가 부족한 실정이다. 따라서 , 본 논문에서는 멀티플랫폼 환경에서 e-Learning학습을 지원하기 위해, 메타데이터 및 e-Learning 업체의 Requirement를 조사,분석하고 e-Learning 국제 표준 메타데이터와 플랫폼의 디바이스 특성을 반영하여, 기본적인 PC(Personal Computer) 환경을 포함한 모바일 기기 환경과 디지털TV 환경을 고려한 멀티플랫폼 e-Learning 메타데이터(Multi-platform e-Learning Metadata)를 제안하였다.

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The Design and Implementation of a Platform Analyzer Model for Supporting Multi-platform Environment (다중 플랫폼 환경을 지원하기 위한 플랫폼 분석기 모델 설계 및 구현)

  • Chang, Byoung-Chol;Jung, Ho-Young;Lee, Yoon-Soo;Kim, Han-Il;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.225-233
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    • 2008
  • Rapid advancement information and communication technologies has introduced various dimension of e-Learning environment such as u-learning(ubiquitous learning), m-learning(mobile learning) and t-learning(television learning). These technologies enabled learners to access learning contents through variety of devices with more flexibility and consistency. In order to implement learning through these multiple environments, basically it is necessary to acquire and process the platform information that contains properties and status of the web-accessing devices. In this study, we introduce the design and implementation of a Platform Analyzer Model which is essential for learning systems that support multi-platform environment. We also present a Interactive DTV-Centered multi-platform learning environment framework using PC, PDA or Mobile phone. Finally, we will discuss the possibility of the multi-platform learning environment with sample scenario and contents.

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LMS-based Edutech Teaching and Learning Platform Model Design Study (LMS 기반 에듀테크 교수학습 플랫폼 모형 설계 연구)

  • Yoon, Seung­-Bae;Yang, Seung Hyuk;Park, Hyunsoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.29-38
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    • 2021
  • Purpose: This is a study to design an optimal Edutech teaching-learning platform model that can be linked with various types of LMS to activate e-learning. Methods: For this purpose, the contents of e-learning systems that can be used in the 4th industrial technology of cyber universities and general universities were cross-sectionally analyzed. Results: Cyber universities relied entirely on LMS, and general universities supplemented and utilized different Edutech methods for each professor such as Google Classroom, Zoom video communication, and YouTube in addition to LMS. It was considered that it would be meaningful to provide a minimal algorithm mapping to LMS to share metadata such as Google and YouTube for the Edutech teaching and learning platform model. Conclusion: Therefore, this study is expected to contribute to the improvement of teaching methods and academic achievement through the LMS-based Edutech teaching and learning platform model.