• Title/Summary/Keyword: e-learning community

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A Study on the Applicability of University Facilities to Future Higher Education (국내 국립대학시설의 미래교육 적용 가능성에 대한 실태조사 기초 연구)

  • Shin, Eun-Gyeong;Park, Sung-Chul
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.23 no.3
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    • pp.27-35
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    • 2024
  • With the rapid advancement of the fourth industrial revolution, universities need to nurture talents that can lead and respond to the future society based on the demands of higher education and job changes. A huge change from lecture-centered learning to student-centered learning forces university facilities to be renovated depending on the diversity of teaching-learning methods. This research proposes design principles and government policies on renovation of the university facilities in Korea. Literature review found educational factors (i.e., individuality, diversity, convergence, community, and publicness) and architectural factors in higher education. A case study on floor plans of the universities in Korea showed that the facilities are not suitable for student-centered learning in terms of educational and architectural factors. This finding was confirmed in a field survey.

Identity Development of Science Teachers Involved in Teacher Communities: Based on the Theory of "Community of Practice" (과학교사들의 교사모임에의 참여 경험과 교사 정체성 형성과정에 대한 탐색 -실천공동체 이론을 중심으로-)

  • Kim, Hyojeong;Chung, Kayoun;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.33 no.2
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    • pp.390-404
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    • 2013
  • The premise of the study is that teacher communities or teacher interest groups are one of the representative examples of Communities of Practice (CoP) formed by teachers who engage in the process of collective learning regarding science teaching. Based on the theory of CoP, we investigated and interpreted the process of identity development of six science teachers who have been actively involved in teacher communities. We conducted 2-3 individual interviews with the teachers in order to explore their narratives and personal experiences of being involved in the communities over the years. Results indicated that a teacher community is a place where the teachers not only generated and shared repertories of ideas, documents on teaching and learning, or routines (i.e. practices), but also formulated a set of relationships through social participation. Teacher communities actively provide the teachers a sense of joint enterprise and identity, and where the teachers have an opportunity to develop themselves personally and professionally as science teachers playing major roles in their communities.

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

A Study on the Factors Influencing Mathematics Teachers' Instruction (수학교사의 교수방법에 영향을 미치는 요소에 관한 소고)

  • 방정숙
    • The Mathematical Education
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    • v.41 no.3
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    • pp.257-271
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    • 2002
  • As a part of attempts to understand better mathematics classroom culture, this paper first reviews plausible factors which influence the mathematics teacher's own development of instructional goals. The proposed factors consist of teacher characteristics and sociocultural factors. The teacher factors include learning and teaching experience, knowledge, beliefs, and personality traits. The sociocultural factors include cultural and educational norms, curriculum development and administration, teacher education, and professional models with community, This paper then presents detailed interview questions to explore significant influences on the teacher's conceptions of mathematics and its teaching. The interview probes 12 topic areas: (a) early influences on becoming a teacher, (b) the decision to become a teacher, (c) the teacher education years, (d) early mathematics interests, (e) early teaching experiences, (f) career path, (g) influence of peers within the school, (h) influence of administrators, (i) professional development, (j) professional self-development, (k) mathematics teaching, and (i) educational policies.

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Developing Individual Mastery Framework in an Embedded-Organization

  • Kim, Jae-Jon;Noh, Gui-Soon
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.446-453
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    • 2008
  • All are organizations embedded, here in after, Em-organizaion that confronts the ever-growing complexity. It is important to know Em-organization through Individual Mastery. The complexity must be decreased, and clarified in order to derive to get our ontology from the influence of others. The opportunity to learn in practice is embedded in processes that the community developed. Driving strategic innovation is achieving breakthrough performance throughout the value chain. We used to express complex unit on matrix which includes only the federal statutes because the role of information technology should be a source of competitive advantages each other. Therefore, we got the idea that integrated both kinds of knowledge to create differentiation by ourselves. This practice is situated the learning of Strategic CoP in e-class seminar of our graduate school. We suggest theoretically two things. One is matrix-based decision. Another is creating new context through systems thinking.

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The Development of a Model for Web-based Children's literature Education (웹 기반 아동문학 교육모형 개발)

  • 유정아
    • Journal of Korean Library and Information Science Society
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    • v.34 no.3
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    • pp.317-343
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    • 2003
  • The purpose of this study is to develop a general model for web-based children's literature education and to validate the model. Both qualitative and quantitative methods were used for the analysis of this study. The findings of this research were three point. At First, the model of web-based children's literature education have five major components i.e., objects, construction of activity, display of activity, management of it, and evaluation of it. At second, the creative writing was revealed the core of the web-based children's education. The third, web-based children's literature activity can be followed by cyber learning community activities.

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Exploring the Characteristics of STEAM Program Developed by Docents and its educational impact in the Natural History Museum

  • Park, Young-Shin;Park, Jin-Hee;Ryu, Hyo-Suk
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.75-90
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    • 2014
  • The purpose of this study was to explore the characteristics of STEAM program developed and implemented by two docents and its educational impact for the use of natural history museum. Two docents developed this program with the help of science educators who ran five times of workshop during five months. The STEAM program implemented in the natural history museum demonstrated the following characteristics. The exhibitions in museum were reached by visitors only for learning science concepts (S) out of five components in STEAM. The other components, T (technology) and E (engineering), were delivered through lectures in the room, not exhibition hall. M (Mathematics)was achieved by guessing the animal's size, or calculating the walking or running speed with the clue of foot prints. The three phases of STEAM program (presentation of context, creatively design the investigation, and emotional touch) were explicitly implemented but partially successful. Two docents participating in this study responded that they formed new or extended the understandings about STEAM education, but they had the difficulties in implementing STEAM program for various type of visitors. All visitors who participated in this study displayed the favorable responses in educational impact by STEAM program in natural history museum. The heavier emphasis on E and T of STEAM program is recommended through community-based learning. In addition, educator professional program through which docents can bridge theory into practice is suggested for revitalization of STEAM education.

Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.

A Study on the Relationship of Learning, Innovation Capability and Innovation Outcome (학습, 혁신역량과 혁신성과 간의 관계에 관한 연구)

  • Kim, Kui-Won
    • Journal of Korea Technology Innovation Society
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    • v.17 no.2
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    • pp.380-420
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    • 2014
  • We increasingly see the importance of employees acquiring enough expert capability or innovation capability to prepare for ever growing uncertainties in their operation domains. However, despite the above circumstances, there have not been an enough number of researches on how operational input components for employees' innovation outcome, innovation activities such as acquisition, exercise and promotion effort of employee's innovation capability, and their resulting innovation outcome interact with each other. This trend is believed to have been resulted because most of the current researches on innovation focus on the units of country, industry and corporate entity levels but not on an individual corporation's innovation input components, innovation outcome and innovation activities themselves. Therefore, this study intends to avoid the currently prevalent study frames and views on innovation and focus more on the strategic policies required for the enhancement of an organization's innovation capabilities by quantitatively analyzing employees' innovation outcomes and their most suggested relevant innovation activities. The research model that this study deploys offers both linear and structural model on the trio of learning, innovation capability and innovation outcome, and then suggests the 4 relevant hypotheses which are quantitatively tested and analyzed as follows: Hypothesis 1] The different levels of innovation capability produce different innovation outcomes (accepted, p-value = 0.000<0.05). Hypothesis 2] The different amounts of learning time produce different innovation capabilities (rejected, p-value = 0.199, 0.220>0.05). Hypothesis 3] The different amounts of learning time produce different innovation outcomes. (accepted, p-value = 0.000<0.05). Hypothesis 4] the innovation capability acts as a significant parameter in the relationship of the amount of learning time and innovation outcome (structural modeling test). This structural model after the t-tests on Hypotheses 1 through 4 proves that irregular on-the-job training and e-learning directly affects the learning time factor while job experience level, employment period and capability level measurement also directly impacts on the innovation capability factor. Also this hypothesis gets further supported by the fact that the patent time absolutely and directly affects the innovation capability factor rather than the learning time factor. Through the 4 hypotheses, this study proposes as measures to maximize an organization's innovation outcome. firstly, frequent irregular on-the-job training that is based on an e-learning system, secondly, efficient innovation management of employment period, job skill levels, etc through active sponsorship and energization community of practice (CoP) as a form of irregular learning, and thirdly a model of Yί=f(e, i, s, t, w)+${\varepsilon}$ as an innovation outcome function that is soundly based on a smart system of capability level measurement. The innovation outcome function is what this study considers the most appropriate and important reference model.

A Study on the e-Learning Communities Interaction Under the CSCL by Using Network Mining (컴퓨터지원협동학습 환경 하에서 네트워크 마이닝을 통한 학습자 상호작용연구)

  • Chung, Nam-Ho
    • Journal of Intelligence and Information Systems
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    • v.11 no.2
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    • pp.17-29
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    • 2005
  • The purpose of the study was to explore the potential of the Social Network Analysis as an analytical tool for scientific investigation of learner-learner, or learner-tutor interaction within a Computer Supported Corporative Learning (CSCL) environment. Theoretical and methodological implication of the Social Network Analysis had been discussed. Following theoretical analysis, an exploratory empirical study was conducted to test statistical correlation between traditional performance measures such as achievement and team contribution index, and the centrality measure, one of the many quantitative measures the Social Network Analysis provides. Results indicate the centrality measure was correlated with the higher order teaming performance and the peer-evaluated contribution indices. An interpretation of the results and their implication to instructional design theory and practices were provided along with some suggestions for future research.

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