• Title/Summary/Keyword: e-Learning Learning Environment

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The Relationship between Teaching Presence and Self-Directed Learning Readiness in e-Learning Environment

  • ZHANG, Wen;PARK, Innwoo
    • Educational Technology International
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    • v.11 no.1
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    • pp.119-143
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    • 2010
  • This study was conducted to find out the relationship between teaching presence and self-directed learning readiness in e-learning environment. 219 cyber university students finished the web-formatted questionnaires. The Self-Directed Learning Readiness Scale-Adult Based Education instrument and Teaching Presence Scale instrument were used. The results of the present study can be concluded as follow. First of all, teaching presence and self-directed learning readiness have a very high relationship in e-learning environment. Secondly, all five components of teaching presence have significant correlations with self-directed learning readiness. Thirdly, depending on the results of multiple regression analysis, only components of instructional contents and facilitating communication predict the self-directed learning readiness.

A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.10 no.1
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

The Factor Analysis on e-Learning Strategies of Elementary School Students (초등학생의 e-러닝 학습전략 요인 분석)

  • Suh, Soon-Shik;Cho, Na-Young;Suh, Won-Seok
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.423-432
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    • 2009
  • This study aims to analyze strategy, one of the predictor variables that have influence on the effectiveness of learning in e-learning environment and to define the factors of e-learning strategies of elementary school students. Preceding studies on face-to-face strategy and e-learning strategy, and existing face-to-face and e-learning strategy test sheets were analyzed. Questions are developed based on the results to make clear the area of leaning strategies used by elementary school students in e-learning environment and to analyze the e-learning strategies of elementary school students. The results from this study are, the e-learning strategies of elementary school students are shown in five areas including strategy for learning activity, strategy for learning attitude, resource use strategy, planning strategy, and overload management strategy. It was found that five strategy areas have explanatory power in the order of strategy for learning activity, strategy for learning attitude, resource use strategy, planning strategy, and overload management strategy.

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Learning Behavioral Differences of e-Learning depending on Learners' Characteristics & Learning Experiences (학습자 특성 및 수강 경험에 따른 e-Learning의 학습행태 차이 분석)

  • Lee, Sookyoung;Kwon, Soung-Youn;Ko, Ki-Jung;Lim, Young-Taek
    • The Journal of Korean Association of Computer Education
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    • v.10 no.2
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    • pp.49-64
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    • 2007
  • This research aims to investigate e-Learning behavior and its different features which may vary depending on learners' characteristics and their prior e-Learning experiences. For this purpose, a survey was conducted for adult learners who had e-Learning experiences. It included various questions including place, time and process of e-Learning. The result showed that features of e-Learning behavior varies according to learner characteristics, such as gender, educational background, and their work experiences. It also revealed that work environment and the nature of e-Learning courses are influential factors for their learning behavior.

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Development of Sound Design Strategies for Promoting Self-regulated Learning Behaviors in Mobile Learning Environments

  • KIM, Taehyun
    • Educational Technology International
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    • v.13 no.1
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    • pp.101-144
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    • 2012
  • Students mostly precede their learning without any direct support of instructor in e-learning and mobile educational environment. Many useful strategies and tools to facilitate self-regulated learning behaviors in e-learning environment have been introduced, yet, the limit has been reached by only suggesting self-regulated strategies with visual information in the most researches. Accordingly, this research is intent to propose the sound design strategies that facilitate learner's self-regulated learning behaviors in mobile learning environment. To achieve the objective of the research, two research questions are presented. First, what are the sound design strategies that facilitate the self -regulated learning behaviors in mobile learning environment?. Second, what are the results of evaluating the developed sound design strategies in terms of facilitating self-regulated learning behaviors?. To solve these research questions, the literature reviews on characteristics of mobile learning, concepts and features of self-regulated learning and sound were done to establish the sound design strategies. Through formative research method targeting instructional designers, sound design strategies were modified and supplemented. The research to validate these was performed and to verify the effect of the derived sound design strategies, the usability test aimed at instructional designer and learners was conducted. The final sound design strategies through this research process were six general design strategies and the sixteen detailed strategies. This research is meaningful because this offers the basic research on sound information design which has been lacking and help upgrade the upper limit of instructional design which mainly focused on visual information in mobile learning environment that shows information in a small screen.

Design of Collaborative e-Learning Environment and Collaborative Learning Agent (협력 e-러닝 학습 환경 구축 및 에이전트 적용 방안)

  • Jang, Ho-Wook;Suh, Hee-Jeon;Moon, Kyung-Ae
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.11-16
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    • 2004
  • e-Learning has been expected as a new educational method and paradigm in knowledge information society. However e-Learning industry has not been in tremendous development on the contrary to people's expectations. Up to present time, collaborative learning is one of the learning approaches that promote active participation and engagement in learning. Learners can set up common goal, accomplish collaborative activity to solve the problem, and achieve individual and group goals while group work. In this paper, we present collaborative e-Learning environment to improve interactions among learners and identify the roles of collaborative learning agent to promote learner's learning activity.

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Development of e-Learning System Based on Open Source Software (공개 소프트웨어 기반 e-Learning 시스템 개발)

  • Lee Se-Hoon;Baek Yeong-Tae
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.9-17
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    • 2005
  • In this paper we developed e-Leaning system based on open source software. We selected the Moodle that after compared the open source learning management systems. Moodle is LAMP(Linux, Apache, MySQL, PHP) based course management system (CMS), a software package designed to help educators create quality online courses. One of the main advantages of Moodle over other systems is a strong grounding in social constructionist pedagogy. Also we integrated Moodle and legacy systems such as streaming service, webhard service, and short message service. The system operated during one semester at college using blended learning model. We had obtained showed that the students had almost all scored quite highly as preferred learning environment through COLLES(Constructivist On-Line Learning Environment Survey) and ATTLS(Attitudes to Thinking and Learning Survey). Therefore this research showed that open source based e-Loaming system is stable and possible.

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Learning Activities and Learning Behaviors for Learning Analytics in e-Learning Environments

  • Jin, Sung-Hee;SUNG, Eunmo;Kim, Younyoung
    • Educational Technology International
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    • v.17 no.2
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    • pp.175-202
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    • 2016
  • Most of the learning analytics research has investigated how quantitative data can affect learning. The information that is provided to learners has been determined by teachers and researchers based on reviews of the previous literature. However, there have been few studies on standard learning activities that are performed in e-learning environments independent of the teaching methods or on learning behavior data that are obtained through learning analytics. This study aims to explore the general learning activities and learning behaviors that can be used in the analysis of learning data. Learning activities and learning behavior are defined in conjunction with the concept of learning analytics to identify the differences between teachers' and learners' learning activities. Learning activities and learning behavior were verified by an expert panel review in an e-learning environment. The differences between instructors and learners in their usage were analyzed using a survey method. As results, 8 learning activities and 29 learning behaviors were validated. The Research has shown that instructors' degree of utilization is higher than that of the learners.

Design and Implementation of e-SRM System Supporting Individual Adjusting Feedback in Web-based Learning Environment (웹 기반 학습 환경에서 개별 적응적 피드백을 지원하는 e-SRM 시스템의 설계 및 구현)

  • Baek, Jang-Hyeon;Kim, Yung-Sik
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.307-317
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    • 2004
  • In web-based education environment, it is necessary to provide individually adjusting feedback according to learner's characteristic. Despite this necessity, it is a current state that there are difficulties in deriving the variables of learners' characteristics and lack in developing the systematic strategies and practical tools for providing individually adjusting feedback. This study analyzed the learners' learning patterns, one of learner's characteristic variables regarded as important in web-based teaching and learning environment by employing Apriori algorithm, and also grouped the learners by learning pattern. Under this framework, the e-SRM feedback system was designed and developed to provide learning content, learning channel, and learning situation, etc. for individual learners. The proposed system in this study is expected to provide an optimal learning environment complying with learner's characteristic.

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Educational Paradigm Shift from E-Learning to Mobile Learning Toward Ubiquitous Learning (U-Learning을 위한 E-Learning에서 M-Learning으로의 교육적 패러다임 전환)

  • Kim, Hye-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.4788-4795
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    • 2011
  • The purpose of this study is to present and review the possible effect of the learning paradigm shift from traditional method to ubiquitous learning, the societal issues that need to be address in order to design a new pedagogical platform trending from e-learning to m-learning and now the u-learning. That without the proper study of how learning environment may affect the learning process of an individual will lead to poor quality of education. This new era of learning environment offer a big opportunity for "anytime, anywhere" learning. Thus, Lifelong learning is at hand of everyone. Maximizing the benefit of new trend will be a great help and addressing the limitations will lead to quality education. The components that comprise the ubiquitous learning are also discussed together with the technologies that will make it possible. The research learning domains that are in progress which shows that the interest in pervasive or lifelong learning attracted the interest of many research institutions. The types of learning mode and learning modalities are also briefly discussed in this paper.