• Title/Summary/Keyword: e-Learning 콘텐츠

Search Result 538, Processing Time 0.024 seconds

A study on the effect of non-face-to-face online education according to the type of learner motivation (학습자 동기 유형에 따른 비대면 온라인 교육의 효과 연구)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.7
    • /
    • pp.133-142
    • /
    • 2021
  • This study aims to expand the effect of online education into the aspect of active exploration and sharing of class-related issues by learners. Based on theoretical discussions, Two types of motivation (personal and social) to explore issues, engagement, attitude toward issue content, and eWOM model were verified. As a result of the study, it was found that the impact of personal and social motivations that online education has on engagement on specific issues, and the positive(+) influence on attitudes toward issue content and word of mouth intentions on SNS, considering engagement as a parameter. In this study, the role of engagement in inducing the next learning by oneself was confirmed, and it can be seen that social and personal motives for issues and class content should be utilized to increase engagement.

Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.876-883
    • /
    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

  • PDF

Teaching and Learning of University Calculus with Python-based Coding Education (파이썬(Python) 기반의 코딩교육을 적용한 대학 미적분학의 교수·학습)

  • Park, Kyung-Eun;Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa
    • Communications of Mathematical Education
    • /
    • v.33 no.3
    • /
    • pp.163-180
    • /
    • 2019
  • This study introduces a development of calculus contents which makes to understand the main concepts of calculus in a short period of time and to enhance problem solving and computational thinking for complex problems encountered in the real world for college freshmen with diverse backgrounds. As a concrete measure, we developed 'Teaching and Learning' contents and Python-based code for Calculus I and II which was used in actual classroom. In other words, the entire process of teaching and learning, action plan, and evaluation method for calculus class with Python based coding are reported and shared. In anytime and anywhere, our students were able to freely practice and effectively exercise calculus problems. By using the given code, students could gain meaningful understanding of calculus contents and were able to expand their computational thinking skills. In addition, we share a way that it motivated student activities, and evaluated students fairly based on data which they generated, but still instructor's work load is less than before. Therefore, it can be a teaching and learning model for college mathematics which shows a possibility to cover calculus concepts and computational thinking at once in a innovative way for the 21st century.

Generation United News In Education Using Knowledge Sharing Service (지식공유서비스를 활용한 세대통합형 NIE)

  • Jang, Jae-Kyung;Kim, Ho-Sung
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.213-218
    • /
    • 2007
  • 정보생산을 촉진하는 새로운 형태의 사이버공간이 나타나면서 지식의 창출과 지식을 얻는 형태가 변화하고 있다. 최종사용자에게 웹 애플리케이션을 제공하는 컴퓨팅 플랫폼인 web 2.0의 도입으로 손쉽게 자신이 필요한 정보를 분류할 수 있는 웹 컨텐츠가 활발히 제공되고 있으며 제공된 컨텐츠를 활용하여 수많은 정보 속에서 자신만의 보석을 찾아 손쉽게 지식을 쌓아 관리를 하고 있다. 이러한 지식공유서비스는 무분별한 정보, 중복된 지식, 그리고 단순한 관리로 인해 자신이 원하는 지식을 얻기란 쉽지 않은 것이 사실이다. 본 논문에서는 온라인상의 정보를 탐색하기 위해서 인터넷을 이용하던 네티즌들이 정보생산자로서 참여하는 공간으로 등장한 '지식공유서비스'를 기반으로 지식 창출 및 관리자로서 시니어를 활용하여 지식의 수용자로서 유아들을 위한 NIE (News In Education) 활용 교육 체계를 제안한다. 뉴스는 유아부터 성인까지 활용될 수 있는 좋은 교육 자료로서 NIE를 통하여 사고력, 논리력, 표현력, 창의력 등 여러 영역에 걸친 능력을 향상시킬 수 있다. 특히 유치원이나 학교의 교과과정에 맞추어 이러한 능력들을 더욱 배가 시킬 수 있다는 점에서 NIE가 더욱 각광받고 있다. 본 연구는 미디어 융합의 결과로 인터넷 뉴스를 활용해 생활과 분리되지 않은 통합교육을 할 수 있는 SCORM 기반의 유아용 콘텐츠를 생성하여 유아 교육에 활용하고자 한다. 또한, 유아용 NIE 교육 콘텐츠는 시니어들을 NIE 강사로 양성하였을 때 학습 자료로도 활용된다. 시니어들을 NIE 강사로 양성함으로써 시니어의 일자리 창출 및 지역사회 통합과 1세대인 여성시니어와 3세대인 아동 간의 세대통합을 이끌어 낼 수 있도록 하는 것에 목적을 두고 시니어 NIE 콘텐츠를 생성하고자 한다. NIE에 생성되는 지식을 생성하고 관리하기 위한 지식 솔루션으로 위키의 기능을 추가하여 개발하고자 한다. 위키를 사용하므로 개별적으로 존재하던 지식을 공동의 지식으로 공유할 수 있으며 의견을 하나로 통합하는 과정에서도 유용하게 사용될 수 있을 것이다. 위키를 이용한 시니어 NIE 콘텐츠에서는 교수 학습 계획안 및 NIE 아이디어를 공동 작업을 통하여 효율적으로 지식을 생성할 수 있으며 여러 사람들이 여러 단계를 거치면서 하나의 정제된 지식을 생성하게 되므로 양질의 교수 학습 계획안이나 NIE 아이디어를 창출할 수 있을 것이다.

  • PDF

Mathematics & coding mobile contents for secondary education (텍스트 코딩을 활용한 중등수학 모바일 콘텐츠 개발 연구)

  • Lee, Sang-Gu;Lee, Jae Hwa;Nam, Yun
    • Communications of Mathematical Education
    • /
    • v.38 no.2
    • /
    • pp.231-246
    • /
    • 2024
  • In this paper, we present the development and a case study on 'Mathematics & Coding Mobile Contents' tailored for secondary education. These innovative resources aim to alleviate the burden of laborious calculations, enabling students to allocate more time to engage in discussions and visualize complex mathematical concepts. By integrating these contents into the curriculum, students can effectively meet the national standards for achievement in mathematics. They are empowered to develop their mathematical thinking skills through active engagement with the material. When properly integrated into secondary mathematics education, these resources not only facilitate attainment of national curriculum standards but also foster students' confidence in their mathematical abilities. Furthermore, they serve as valuable tools for nurturing both computational and mathematical thinking among students.

Development and Usage of Interactive Digital Linear Algebra Textbook (대화형 수학 디지털교과서 개발과 활용 사례 연구 - 선형대수학을 중심으로-)

  • Lee, Sang-Gu;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
    • /
    • v.31 no.3
    • /
    • pp.241-255
    • /
    • 2017
  • The 4th industrial revolution is coming. In order to prepare for the new learning environment with it, we may need digital mathematics textbooks that fully utilize all possible technologies. So various attempts have been made in elementary and middle school mathematics education. However, despite the importance of higher mathematics, we haven't seen a best possible math digital textbooks yet in Korea. In this paper, we introduce our new model of interactive math digital textbook about Linear Algebra/ Calculus/ Differential Equations/ Statistics/ Engineering Math. Especially, this manuscript focuses on our experience of using digital contents and interactive labs for developing a new model for linear algebra digital textbook. We introduce our works on linear algebra digital textbooks which include pdf e-book, web contents, video clips of lectures, interactive lab. Using this linear algebra digital textbook, students can freely use any mobile devices to access diverse learning materials, lessons, and hands-on exercises without any limitations. Also, times saved in the computation, coding, and typing process can be used to have more discussions for deeper understanding of mathematical concepts. This type of linear algebra digital textbook, which contains all interactive free cyber-lab with codes and all lectures for each sections, can be considered as a new model for the next generation of math digital textbook.

Establishing a Sustainable Future Smart Education System (지속가능한 미래형 스마트교육 시스템 구축 방안)

  • Park, Ji-Hyeon;Choi, Jae-Myeong;Park, Byoung-Lyoul;Kang, Heau-Jo
    • Journal of Advanced Navigation Technology
    • /
    • v.16 no.3
    • /
    • pp.495-503
    • /
    • 2012
  • As modern society rapidly changes, the field of education has also developed speedily. Since Edunet system developed in 1996, many different systems are developing continuously such as Center for Teaching and Learning, cyber home learning systems, diagnosis prescribing systems, video systems, teaching and counseling, and study management systems. However, the aforementioned systems have had not great response from the educational consumers due to a lack of interconnection. There are several reasons for it. One of the reasons is that program administrators did not carefully consider the continuity of each programs but established a brand new system whenever they need rather than predict or consider the future needs. The suitable system for smart education should be one big integrated system based on many different data analysis and processing. The system should also supply educational consumers various and useful information by adopting the idea of bigdata rather than a single sign on system connecting each independent system. The cloud computing system should be established as a system that can be managed not as simple compiled files and application programs but as various contents and DATA.

A Study on the Web Based Collaborative Learning Systems (웹기반 협동학습시스템의 활용에 관한 연구)

  • Lee, Dong-Hoon;Lee, Sang-Kon;Lee, Ji-Yeon
    • The Journal of Korean Institute for Practical Engineering Education
    • /
    • v.2 no.1
    • /
    • pp.64-70
    • /
    • 2010
  • The purpose of this study is to understand students' use intentions of Web Based Collaborative Learning (WBCL) system. To meet this purpose, we developed a research model based on the Decomposed TPB. This model contains 5 influencing factors: Explicit social influence(EXSI) and Implicit social influence(IMSI), Perceived Usefulness (PU), Perceived easy of use(PEOU), Perceived Playfulness(PP). Data was collected 254 university students from two different institutions. Also, the analysis is conducted to do the hypothesis testing by using PLS 3.0. The result shows that influence factors except PEOU have a important and significant impact on user Behavior Intention(BI). Using WBCL system and learning tool, team leader(that is referent) and members can be a good interaction. For these same reasons, We found that especialy Explicit social influence(EXSI) and Implicit social influence(IMSI) are special influence factors in reference group.

  • PDF

The Development and Effects of STEAM Programs based on Engineering for Young Children (유아를 위한 공학중심 융합인재교육(E-STEAM)프로그램의 개발 및 효과)

  • Lee, Suki
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.211-225
    • /
    • 2019
  • The purpose of this study was to develop the E-STEAM program emphasizing the engineering design process and apply them to young children to examine their effects on scientific problem-solving ability and communication ability. In order to develop the E-STEAM program, activities were organized by reviewing previous studies and websites related to STEAM and engineering education. The organized activities were selected as final activities after consulting with experts. To examine the effectiveness of the program, 50 subjects(experimental group: 25, control group:25) participated in K kindergarten in G city. The experimental group took part in the E-STEAM activities during 7 weeks, while the control group took part in the traditional science activities. The procedure for this study consisted of a pre-study, a pre-test, the treatment, and a post-test schedule. The results of this study were as follows: First, the experimental group showed significantly higher score than the control group in total problem-solving ability. Second, the experimental group showed significantly higher score than the control group in total communication ability. These findings suggest that the experience of E-STEAM activities for young children can be effective teaching-learning methods for young children's problem solving ability and communication ability.

The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.4
    • /
    • pp.421-432
    • /
    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.