• 제목/요약/키워드: e-Learning Learning Environment

검색결과 522건 처리시간 0.026초

e-learning 환경에서 대학도서관 강의지원 서비스운영방안 연구 (A Study on the Service Management of Libraries for Academic Courses in e-learning Environment)

  • 김소영;차미경
    • 정보관리연구
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    • 제38권3호
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    • pp.137-160
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    • 2007
  • 본 연구는 e-learning으로 변화된 대학의 강의환경을 반영하여 대학도서관 강의지원 서비스의 의의와 현황을 분석하고, 현재 환경에서 요구되는 서비스운영방안을 제시하고자 하였다. 이를 위하여 대학도서관 강의지원 서비스와 대학의 e-learning 환경의 개념 및 특성을 밝히고, 국내외 대학도서관의 강의지원 서비스 현황 및 사례를 조사하여 분석하였다. 국내 현황 파악을 위해 현재 강의지원 서비스를 제공 중인 국내 48개 대학도서관을 대상으로 설문 조사를 실시하였고, 32개 관(67%)이 설문에 참여하였다. 조사결과를 바탕으로 강의지원 서비스운영방안을 인력 및 조직, 자원과 서비스, 정보기술, 커뮤니케이션과 홍보 측면에서 제안하였다.

A Conceptual Framework for Determination of Appropriate Business Model in e-Learning Industry in Iran

  • Salehinejad, Abbas;Samizadeh, Reza
    • Asian Journal of Business Environment
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    • 제7권4호
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    • pp.17-25
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    • 2017
  • Purpose - The purpose of this study is to present a framework for determining the most appropriate business model for e-learning. Research design, data, and methodology - The Electronics Branch of Azad University has been elected as a case study in this research. This study conducted using a descriptive method. The information was obtained using interviews with experts including managers, faculty and students at the Electronics Branch of Azad University. Results - Three service-product system (product oriented system, use an oriented and result oriented system) approaches determined a framework for the formation of a portfolio. This portfolio is including three types of e-learning business models. Examining the relevant characteristics, correspondence of behaviorism learning theory with a product-oriented approach, correspondence of cognitivism theory with a user-oriented approach and in finally match correspondence of constructivist learning theory with a results-oriented approach which is evident. Conclusions - After reviewing the literature on the fields of e-learning, business model and product - service systems, we have achieved three types of e-learning business models. Then the variables in any of the business models were defined by using business model canvas tool and thus a portfolio consisting of three types of e-learning business model canvas was obtained.

맞춤 e-learning을 위한 컴퓨터 적응 진단 및 수업 체제 개발 연구 (A study for developing a system of computer adaptive diagnosis and instruction(CADI) for tailored learning under e-learning environment.)

  • 이중권;김성훈
    • 한국수학교육학회지시리즈A:수학교육
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    • 제43권3호
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    • pp.291-307
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    • 2004
  • This study focused on the developing a system of computer adaptive diagnosis and instruction(CADI). This system is a conceptual model that connected learning with assesment by using new media such as computers, multimedia, and new technologies. In this conceptual model, adaptive diagnosis means tailored or customized diagnostic evaluation, and adaptive instruction implies tailored or customized instruction. The connection between learning and assesment suggests that they are closely related to determine following learning contents and learning methods. CADI's expected effect are 1) it can contribute to real learning of core concept, 2) it can enlarge the educational opportunities, 3) it can help students study by student himself and learn media literacy, 4) information for evaluation functions more essential roles, 5) it is possible to work cooperatively with any other school subject.

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오픈소스 LMS를 이용한 효율적 e-Learning 환경 구축과 학습결과 분석에 관한 연구 (Development and Learning Outcome Analysis of an Efficient e-Learning Environment using Open Source LMS)

  • 허원;양용석;박기원;부티투
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 춘계학술대회
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    • pp.559-570
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    • 2005
  • 본 논문은 오픈소스를 활용하여 e-Learning 에 필수적인 LMS를 개발 제시 하였다. 이는 MTT 에서 시작된 dotLRN 오픈소스 프로젝트를 한글화 하고, 인터넷 교육 표준안인 SCORM을 수용할 수 있는 모듈을 추가 개발하여 학습자의 학습 상황을 관리할 수 있는 기능을 부여한 것이다. 본 시스템은 공주 대학교 가상 대학의 LMS로서 1년 동안 안정적으로 서비스를 제공하였으며, 이를 기반으로 개발 시스템의 기능과 특정을 알아보고, 특히 학습소요시간을 활용한 학습결과 분석에 대하여 고찰 하고자한다.

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대학 교수자의 수업전문성 향상을 목적으로 하는 e-티칭 포트폴리오의 구성요소 탐색 (An Exploration on Elements of e-Teaching Portfolio for Enhancing Teaching Expertise in Higher Education)

  • 이은화
    • 수산해양교육연구
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    • 제20권2호
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    • pp.236-248
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    • 2008
  • This study has explored the elements of e-teaching portfolio for enhancing teaching expertise in higher education. This study is carried out through the literature review and expert's focus group interview. As the result of this study, seven elements of e-teaching portfolio for enhancing teaching expertise in higher education have been found. First, 'personal background' include curriculum vitae, course responsibility, and other educational activities. Second, 'teaching philosophy' include the principals on teaching and learning, statements of teaching philosophy. Third, 'learning environment' include the characteristics of students, the previous learning contents, and physical environment. Forth, 'course contents and methods' include teaching strategies and instructional materials, Fifth, 'instructional evaluation' includes the principals of evaluation and the examples of learning outcomes. Sixth, 'endeavor for improvement of instruction' include evidence of activity for teaching improvement and instruction feedback from peer and students. And e-teaching portfolio also includes research career and awards history element.

스마트폰 활용을 위한 초.중등 교육용 이러닝 시스템 설계에 관한 연구 (A Study on Design of K-12 e-Learning System for Utilization Smartphone)

  • 김용;손진곤
    • 인터넷정보학회논문지
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    • 제12권4호
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    • pp.135-143
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    • 2011
  • 스마트폰은 학습자에게 언제 어디서나 학습할 수 있는 환경을 만들어 주었다. 학습자는 항상 인터넷에 연결할 수 있는 환경이 주어지므로 이동 중 학습이 가능할 뿐만 아니라 스마트폰의 다양한 기능을 이용하여 효율적인 학습이 가능하다. 스마트러닝이란 정보 검색·공유 및 다양한 응용프로그램 활용이 가능한 모바일 디지털 기기 기반의 학습이라고 정의할 수 있다. 이러닝 시스템에서 스마트폰의 효과적인 활용을 위해서는 상호작용, 협동학습 등 효과적인 교수-학습 원리를 기반으로 콘텐츠 및 학습관리시스템(LMS) 등을 설계해야한다. 학습 콘텐츠는 스마트폰의 고유 기능과 융합하여 학습에 효과적인 콘텐츠 설계가 필요하며, 이동 중 학습이 편리한 소규모의 학습 주제별 콘텐츠 개발이 필요하다. 학습관리시스템(LMS)의 경우 PA에이전트 프로그램 등을 이용해 학습자 환경을 파악하여 학습자에게 적합한 맞춤형 학습 서비스를 제공해야한다.

Quality Indicators of ICT-Related Support for Blended-Learning in Traditional Universities

  • CHOI, Kyoung Ae;KIM, Dongil;PARK, Chunsung
    • Educational Technology International
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    • 제6권1호
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    • pp.81-101
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    • 2005
  • Campus-based universities have provided face-to-face instruction traditionally. But recently, it is becoming a trend that they provide blended learning which combines e-learning and f2f instruction. Therefore, traditional university has been installing the ICT related convenience for the faculty and students to use easily to their classes. The purpose of this study is to develop quality indicators of ICT-related support for proper blended learning in traditional campus-based universities. This indicators are used for measuring the quality of ICT-related services at university level for quality education. To this end, first, we reviewed literature about quality indicators of university evaluation and e-learning. Second,we did case study. We selected and analyzed one university for a case, And we identified what elements are perceived important to faculty for more efficient use of technology to their class. Third, we summarized all this data and established the quality indicators framework of ICT-related components for blended learning in campus-based universities. Then, these indicators were revised after the expert evaluation. And then 10 experts and practitioners scored importance rating. Finally, we sum them up to 17 indicators and 48 sub-indicators in three phases (input, process, output). Among them, e-learning related organization or body, usability of Learning Management System, and quality assessment system got the highest scores. These indicators are supposed to contribute to measure the quality of ICT-related environment for blended learning and to provide informations about what is required for efficient blended learning in the campus-based universities.

스마트러닝 환경에서의 프로젝트 학습 전략 및 요인 분석 (The Analysis of Features of Project Based Learning in Smart Learning Environment)

  • 김수환;한선관
    • 정보교육학회논문지
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    • 제17권3호
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    • pp.243-252
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    • 2013
  • 본 논문에서는 스마트러닝 환경에서 프로젝트 학습을 적용하여 프로젝트 학습 전략 및 특징을 분석하였다. 스마트러닝 환경은 기존의 이러닝 환경과 다르며, 이에 따라 프로젝트 학습 전략도 차별화가 필요하다. 본 연구에서는 스마트러닝 환경에서 초등학생을 대상으로 프로젝트 학습을 실시한 후, 설문조사 및 관찰, 인터뷰를 통하여 기존의 프로젝트 학습과의 차이점, 교육특징 및 시사점을 도출하였다. 나아가 스마트러닝 환경에서 프로젝트 학습 만족도에 영향을 주는 요인이 무엇인지 분석하였다. 연구결과, 스마트러닝 환경에서의 프로젝트 학습은 기존의 프로젝트 학습과 기술과 기기 측면, 소프트웨어, 학습참여 측면에서 차이가 있다고 인식되었다. 또한 스마트 환경에서 프로젝트 학습 만족도에 영향을 주는 요인은 기술과 기기, 상시성이 유의미한 요인으로 확인되었다.

이러닝 교수 설계자 인적 자원 유통을 위한 휴먼 클라우드 플랫폼 프레임워크 설계 (A Design of Human Cloud Platform Framework for Human Resources Distribution of e-Learning Instructional Designer)

  • 김용
    • 유통과학연구
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    • 제16권7호
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    • pp.67-75
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    • 2018
  • Purpose - In the 21st century, as information technology advances alongside the emergence of the 4th generation, industrial age, industrial environment has become individualized and customized. It is important to hire good quality employees for good service in the industry. The e-learning market is growing every year. Although e-learning companies are finding better quality employees in e-learning, it is not easy to find it. Companies also spend a lot of time and cost to find employee. On the employees side, they want to get a job freely when they want, but they cannot find their job easily. Furthermore, the labor market environment is changing fast. In the 4th generation, industrial age, employers require to find manpower whenever they need and want at little cost. So of their own accord, we have considered the necessity of management of human resources for employees and employers in e-learning. The purpose of this study is to propose a human cloud platform framework for enabling an efficient management of human resources in e-learning industry. Research design, data, and methodology - To pinpoint the items of a human cloud platform framework, the study was initiated according to the following process. First, items of competency relating to e-learning instructional designer was analyzed. Second, based on the items of information from this analysis, selection and validity verification took place with 5 e-learning specialists group. Third, the opinion of experts who were in charge of hiring in e-learning companies were collated with the questionnaire. Lastly, the human cloud platform framework was proposed based on opinion results. Results - The framework was comprised of 7 domains and 27 items in order to develop the human cloud platform for e-learning instructional designer. The analysis results showed that the most highly considered item were 'skill (4.60)' that employee already have the capability. Following this (in order) were 'project type (4.56)', 'work competency (4.56)', and 'strength area of instructional design (4.52)'. Conclusions - The 27 items in the human cloud platform framework were suggested in this study. Following this, we can consider to develop the human cloud platform for finding a job and hiring e-learning instructional designer easily. For successful platform operation, we need to consider reliability between employer and employee. In addition, we need quality assurance system based on operation has public confidence.

모바일 러닝 애플리케이션 이용과 영향 요인 연구: 중국과 한국 사용자 비교 연구 (Investigating the Use of Mobile Learning Applications and Their Influencing Factors: A Comparative Study of Chinese and Korean Users)

  • 범을문;이애리
    • 지식경영연구
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    • 제20권4호
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    • pp.149-168
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    • 2019
  • In the era of the Fourth Industrial Revolution, digital transformation is emerging in the education and learning fields. As the use of the mobile Internet and mobile devices has become a daily life, mobile learning that supports a variety of learning in a mobile environment is drawing attention. Mobile learning applications (apps) are expected to expand their use by providing a convenient learning environment anytime, anywhere. This study investigates the use of mobile learning apps in English education, which is one of the most popular learning areas, and empirically examines the factors that influence the continuous use of mobile learning apps. In particular, it analyzes the differences between Chinese and Korean users. The results of this study provide theoretical and practical implications to promote the development of mobile apps suitable for mobile learning environments and the sustainable user growth in mobile learning.