• Title/Summary/Keyword: e-Learning 콘텐츠

Search Result 538, Processing Time 0.028 seconds

A Study in the Preference of e-Learning Contents Delivery Types on Web Information Search Literacy in the case of Agricultural High School (농업계 고등학교 학생들의 정보검색 능력에 따른 이러닝 콘텐츠 유형 선호도 연구)

  • Yu, Byeong-Min;Kim, Su-Wook;Park, Sung-Youl;Choi, Jun-Sik
    • Journal of Agricultural Extension & Community Development
    • /
    • v.16 no.2
    • /
    • pp.463-486
    • /
    • 2009
  • The purpose of this study was to find out the differences of preferences in e-Learning contents delivery types according to information searching retrieval ability in agricultural high school students. Contents delivery types are limited three kinds which are HTML type, video type, and text type and need to know about differences. The following summarizes the results of this study. On the preference of e-Learning contents delivery type on information searching retrieval ability had differences. High level group of information searching retrieval ability showed that they mostly preferred text contents delivery type. However, low level group of information searching retrieval ability showed that they preferred video contents delivery type. The results support our belief that there could be the differences in preferences in e-Learning delivery types with students' information searching retrieval abilities. We suggest that delivery types of e-Learning should be based on the students not on designers and developers.

  • PDF

Realtime Multimedia e-Learning system research by using expanded SCORM (SCORM 표준 확장을 이용한 실시간 멀티미디어 e-Learning 시스템 연구)

  • Kim, Jung-Hyun;Hwang, Doo-Hong;Lee, Joo-Hwan;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.1
    • /
    • pp.51-59
    • /
    • 2011
  • In this paper, we propose the standardized idea for learning environment of e-Learning 2.0 (originated from Web 2.0 paradigm) to overcome limitations of current passive e-Learning environment. Because current LMS/ LCMS which manages e-learning systems has the limitation of providing various interactive elements when people use video contents to study, it lacks real-timeness and interactivity between teacher-learner and learner-learner in the operation of video contents and has difficulty in measuring accurate progress rate of learners in the process of teaching-learning. Therefore, we designed multimedia contents(both-way learning requisite) to overcome limitations of current e-Learning system and to maximize the effect of learning of learners so that it makes possible to interact between learners and teachers in realtime. For this, this thesis designs the standardized idea based on expanded SCORM standard which is now used for manufacturing LMS/LCMS, and according to ideas we have proposed, it implements e-learning multimedia environment.

Development of e-Learning Software Quality Evaluation Model (e-Learning 소프트웨어의 품질평가 모델 개발)

  • Lee, Kyeong-Cheol;Lee, Ha-Yong;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.8 no.2
    • /
    • pp.309-323
    • /
    • 2007
  • Recently, E-Learning based on wide-area infrastructure is being spotlighted as the new means to innovate education at school and develop human resources at society and appeared as the main point of digital content industry. In this paper, we analyze the characteristics of base technology of E-Learning software and developed E-Learning software quality evaluation model by analyzing quality characteristics for quality test and evaluation of E-Learning software. To do so, we established the quality evaluation system and developed the evaluation model to evaluate the quality about E-Learning software by introducing related international standard. We think that this will promote development of competitive E-Learning software products.

  • PDF

H2M e-learning System Based on Object Extractor Technology (동영상 객체추출 기술 기반의 H2M e-learning 시스템 제안)

  • Park Seung-Beom;Lee Sang-Jun;Song Ho-Yeong;Kim Byoung-Ki
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2006.05a
    • /
    • pp.771-774
    • /
    • 2006
  • 본 논문에서는 양방향 인터넷 방송을 위하여 연구되고 있는 고품질 동영상 콘텐츠의 객체 분할 기술을 이용하여 컴퓨터와 사용자간의 인터랙션을 개선하여 학습 몰입도를 높이고 고품질의 서비스를 제공하는 H2M(Human to Machine) e-learning 시스템을 제안한다. 본 시스템에서는 고품질 동영상 콘텐츠 및 기타 정보를 한눈에 볼 수 있으며 에듀테인먼트를 가미한 H2M e-learning시스템에 적합한 새로운 인터페이스를 제공하고자 한다.

  • PDF

A Study on the Level of Recognition of the icon in the e-Learning contents (e-learning 콘텐츠의 아이콘 인지도에 관한 연구 - 시.도교육청 사이버 가정 학습 사이트를 중심으로 -)

  • Seo, Min-Sook;Kim, Jong-Woo
    • 한국정보교육학회:학술대회논문집
    • /
    • 2007.01a
    • /
    • pp.165-172
    • /
    • 2007
  • e-Learning 학습의 효율성을 극대화하기 위해서는 학습자의 인지 능력에 맞는 아이콘 설계가 중요하다. 따라서 본 연구는 e-Learning콘텐츠를 제공하고 있는 시 도 교육청 사이버 가정학습 사이트의 아이콘을 수집하여 유형별로 분석하고 초등학생들의 아이콘 인지도를 조사하였다. 의미 표현 방법상 분류에 의한 아이콘들이 고르게 높은 인지도를 나타냈고 구체적인 메타포를 이용하여 설계한 아이콘들이 인지도가 높았다. 따라서 아동들의 인지 발달에 맞는 구체적인 메타포를 이용하여 아이콘을 설계해야 할 것이다.

  • PDF

How E-learning Business for Teens Has Evolved in Korea: The Case of MegaStudy

  • Kim, Ji-Whan;Kim, Seong-Cheol
    • International Journal of Contents
    • /
    • v.8 no.1
    • /
    • pp.10-15
    • /
    • 2012
  • Since MegaStudy started e-learning business for Korean high school students, the Korean e-learning industry began to expand and steadily gain attention. This paper focused on the analysis of the development of the Korean e-learning business for teens and the growth of MegaStudy. The three institutional mechanisms were used to examine the factors that aided the development of the business. The regulatory mechanism was the government policy to prevent the expansion of the offline private education sector, which greatly aided the growth of the e-learning business. The mimetic mechanism was the notion to mimic the characteristics of the Korean e-business initiatives. The normative mechanism involved the widespread social norm suggesting that every student should be given an equal opportunity of private education. This paper also examined the case of MegaStudy as a successful case of the e-learning companies. It analyzed the business model of MegaStudy, which is based on its advantage as the front-runner and its high-quality contents and services.

A Design and Applying of E-BoardII for Interaction in Blended Learning (블렌디드 러닝에서 상호작용 증진을 위한 E-BoardII의 설계 및 활용 방안)

  • Jin, Myung Sook
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.07a
    • /
    • pp.419-420
    • /
    • 2012
  • 본 논문에서는 LMS나 고비용의 콘텐츠를 사용하지 않고 기본적인 상호작용 도구인 게시판을 개선하여 블렌디드 러닝에서 학습효과를 향상 시킬 수 있는 방안을 제시한다. 제안한 E-BoardII는 게시판의 기능을 개선하여 학습자의 성취 정도의 실시간 점검, 피드백 기능 수행, 수업 콘텐츠의 자동 생산 및 실시간 활용, 학습 동기 부여 및 분위기 환기 등의 효과를 가진다.

  • PDF

A study on Collaborative e-Learning System under Multiplatform Environment (멀티플랫폼 환경에서 협력학습을 지원하는 e-Learning 시스템에 관한 연구)

  • 이승욱;정혜원;문경애
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2004.10c
    • /
    • pp.73-75
    • /
    • 2004
  • 본 논문에서는 멀티플랫폼 환경에서 헙력학습을 지원하는 e-Learning 시스템을 소개한다. 현재 IT 기술이 발전하면서 학습을 할 수 있는 단말의 종류는 과거에 비해 다양하다. 이러한 다양한 단말로 학습콘텐츠를 상호운용 시키기 위해서는 콘텐츠의 적응화가 필요하다. 본 연구에서는 적응화 방법을 소개하며 적응화를 위한 시스템의 architecture를 소개한다. 본 논문에서는 두 가지 적응화 방법을 고려한다. 학습콘텐츠 레이아웃 적응화와 학습자원의 적응화가 고려된다. 또한 학습효율을 향상하기 위해 협력학습을 지원하는 기술을 개발한다. 현재 ISO/IEC JTC1 SC36 WG2에서 헙력학습에 관한 기술표준을 추진 중이므로 본 논문에서는 SC36의 초안에 따라 기술을 개발하여 추후 국제표준을 선도할 것이다.

  • PDF

A study on the interaction for screen contents manipulation (스크린 콘텐츠 제어를 위한 인터랙션에 관한 연구)

  • Kwon, SeungJoon;Lee, YoungWoon;Jee, HyungKeun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.07a
    • /
    • pp.208-210
    • /
    • 2015
  • 웹 기반의 스마트 교육 서비스 환경에서 스마트 스크린 단말들 간에 혹은 스마트 스크린 단말과 사용자간의 연결성 및 사용자 경험 증대를 위해서는 직관적이고 손쉬운 사용자 인터페이스 기술 등이 필요하다. 본 논문에서 제안된 방법은 단말에 내장된 웹 브라우저위로 사용자의 손가락 제스쳐 인터랙션 등을 통해 웹소켓 기반의 스마트 스크린 단말간 콘텐츠 제어 서비스를 가능하게 한다.

  • PDF

Analyzing facial expression of a learner in e-Learning system (e-Learning에서 나타날 수 있는 학습자의 얼굴 표정 분석)

  • Park, Jung-Hyun;Jeong, Sang-Mok;Lee, Wan-Bok;Song, Ki-Sang
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.160-163
    • /
    • 2006
  • If an instruction system understood the interest and activeness of a learner in real time, it could provide some interesting factors when a learner is tired of learning. It could work as an adaptive tutoring system to help a learner to understand something difficult to understand. Currently the area of the facial expression recognition mainly deals with the facial expression of adults focusing on anger, hatred, fear, sadness, surprising and gladness. These daily facial expressions couldn't be one of expressions of a learner in e-Learning. They should first study the facial expressions of a learner in e-Learning to recognize the feeling of a learner. Collecting as many expression pictures as possible, they should study the meaning of each expression. This study, as a prior research, analyzes the feelings of learners and facial expressions of learners in e-Learning in relation to the feelings to establish the facial expressions database.

  • PDF