• Title/Summary/Keyword: learning environments

Search Result 1,217, Processing Time 0.025 seconds

U-Learning: An Interactive Social Learning Model

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.5 no.1
    • /
    • pp.9-13
    • /
    • 2013
  • This paper presents the concepts of ubiquitous computing technology to construct a ubiquitous learning environment that enables learning to take place anywhere at any time. This ubiquitous learning environment is described as an environment that supports students' learning using digital media in geographically distributed environments. The u-learning model is a web-based e-learning system that could enable learners to acquire knowledge and skills through interaction between them and the ubiquitous learning environment. Students are allowed to be in an environment of their interest. The communication between devices and the embedded computers in the environment allows learner to learn while they are moving, hence, attaching them to their learning environment.

Development of an Elaborated Project-Based Learning Model for the Scientifically Gifted

  • KIM, Hyekyung;CHOI, Seungkyu
    • Educational Technology International
    • /
    • v.11 no.1
    • /
    • pp.171-192
    • /
    • 2010
  • This study was to investigate the elaborated project based learning model for scientifically gifted in the context of R & E project learning. It is important for the scientifically gifted to provide the appropriate learning environments instead of general learning model for the gifted. Although R & E project learning model is effective, the model has the limitations of managing the course for the scientifically gifted. To improve R & E learning model, the elaborated project based learning model was suggested with integration of both project based learning model and goal based scenario. The elaborated project-based learning model was comprised with 'basic learning process', 'elaboration through inquiry', and 'presentation and reflection'. To measure the satisfaction, eighty scientifically gifted students participated in the class. The result shows that learners were satisfied with the elaborated project-based learning up to 90%, and teachers were satisfied with this model up to 77%.

Facilitating Adult Learning : The Effects of Scaffolding Strategies and Self-Regulation on Discussion Participation and Performance in Online Learning (온라인 토론학습에서 스캐폴딩과 자기규제가 참여와 수행에 미치는 효과)

  • Kyun, Suna;Kim, Sung Ah;Lee, Jae-Kyung;Lee, Hyunjeong
    • Journal of Information Technology Services
    • /
    • v.14 no.1
    • /
    • pp.115-128
    • /
    • 2015
  • As the life expectancy of human beings gets longer and our society changes into highly competitive arena, the implementation of online adult learning is growing, and therefore the learners in self-regulated scaffolding learning environments is becoming an important topic. This study is to investigate the main effects of scaffolding and self-regulation and the interaction effect on discussion participation and comprehension in online learning environments. To do this, ninety-nine adults taking online learning courses with the open university in Korea were investigated. Adult learners were divided into one of the four groups (no scaffolding, conceptual, strategic, and conceptual and strategic scaffoldings). Regarding self-regulation, learners were divided into two groups (low and high self-regulated) based on the mean score of subjective report of self-regulated learning. The results are as follows : First, 'strategic scaffolding' is more effective than 'conceptual scaffolding' in discussion participation (F=2.772, p < .05) and comprehension test (F=7.156, p < .05). Second, high self-regulated learners more actively participate than low self-regulated learners in discussion (F=6.230, p < .05), and achieve higher scores (F=4.863, p < .05). Third, there is no interaction effect between scaffolding strategies and the level of self-regulation. The theoretical and practical implications of these findings are discussed.

Structural Relationship among Self-Directed Learning Ability, Learner-Instructor Interaction, Learner-Learner Interaction, and Class Satisfaction in Online Learning Environments (온라인 학습에서 자기주도학습능력, 상호작용 및 수업만족도의 구조적 관계)

  • Yoo, Jieun
    • Journal of Christian Education in Korea
    • /
    • v.63
    • /
    • pp.255-281
    • /
    • 2020
  • The purpose of this study was to investigate the structural relationship among self-directed learning ability, learner-instructor interaction, learner-learner interaction, and class satisfaction in online learning environments by the structural equation modelling (SEM). Participants of the study consisted of 300 students (110 = high school students, 190 = college students). Through latent mean analysis (LMA), there was no significant difference of study variables between high school and college groups. However, thorough multi-group analysis, self-directed learning ability had a direct and indirect effect on class satisfaction for the college group via learner-instructor and learner-learner interactions, while learner-learner interaction played a full mediating role of the relationship between self-directed learning ability and class satisfaction for the high school group. In addition, self-directed learning ability had a stronger influence on learner-learner interaction for the college group than the high school group. These results would provide important implications for understanding the different mechanisms between high school and college online learning contexts.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.267-277
    • /
    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

A Study on e-Learning Contents Quality (e-learning 컨텐츠 품질에 관한 연구)

  • Kim, Young-Ki;Park, Seong-Taek;Lee, Seung-Jun
    • Journal of Digital Convergence
    • /
    • v.6 no.2
    • /
    • pp.135-143
    • /
    • 2008
  • The remarkable growth of the Internet since mid-l990s has expanded the e-learning market and brought the transformation of educational environments and methodology. It can be said that the e-learning has changed the educational paradigm. Korean government is firmly determined to support the diffusion of e-learning because of the benefits of e-learning. People seem to accept the e-learning when its contents have high quality. A lot of research have been conducted on e-learning, however, it was mostly about user's usage intention, satisfaction and educational effect. It can't seem that sufficient research efforts have been put into figuring out the role of e-learning contents quality in the expansion of e-learning. In this paper, we present the empirical study on the influence of e-learning contents quality on user's satisfaction and educational effect. We conducted an questionnaire survey on college students to collect data and found that the quality of e-learning contents has significant influence on the users' satisfaction.

  • PDF

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

  • YIWEN, FAN;Lee, Ae Ri
    • Knowledge Management Research
    • /
    • v.20 no.4
    • /
    • pp.149-168
    • /
    • 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.

Evolutionary Learning of Mobile Robot Behaviors (이동 로봇 행위의 진화)

  • 이재구;심인보;윤중선
    • Proceedings of the Korean Society of Precision Engineering Conference
    • /
    • 2003.06a
    • /
    • pp.1105-1108
    • /
    • 2003
  • Adaptation in dynamic environments gains a significant advantage by combining evolution and learning. We propose an on-line, realtime evolutionary learning mechanism to determine the structure and the synaptic weights of a neural network controller for mobile robot navigations. We support our method, based on (1+1) evolutionary strategy, which produces changes during the lifetime of an individual to increase the adaptability of the individual itself, with a set of experiments on evolutionary neural controller for physical robots behaviors.

  • PDF

Comparison between Traditional Classrooms and Active Learning Classrooms: The Impact of Learning Spaces on Student Perceptions (전통 교실과 Active Learning Classroom 간 비교 연구: 학습 공간이 대학생들의 인식에 미치는 영향을 중심으로)

  • Choi, Koun;Shin, Won-Sug;Kim, Myunglang
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.8
    • /
    • pp.161-172
    • /
    • 2020
  • The purpose of this study is to compare students' perception shaped by two different university classrooms: Traditional Classroom and ALC(Active learning classroom). We conducted survey of 71 university students who were taught by an identical instructor using same pedagogy. The survey questionnaires asked respondents about their perceptions on teaching and learning and physical environments relations, teaching proficiency, social context, student satisfaction and immersion. The data was analyzed using Student's T-test. The results showed that ALC group, compared to the traditional classroom group, demonstrated statistically higher awareness on teaching and learning and physical environments relations, teaching proficiency, and instructor-student unofficial relations. Based on these findings, implications and limitations of this study were discussed.

An Exploration of Learning Environmental Factors Affecting Student Cognitive Engagement: Implications for Instructional Design Research

  • LEE, Sunghye
    • Educational Technology International
    • /
    • v.15 no.2
    • /
    • pp.143-170
    • /
    • 2014
  • As it was argued that students' cognitive engagement can be, at least in part, modified by individual or learning environmental factors, prior studies have attempted to identify the factors explaining the variability of students' cognitive engagement. This literature review has shown that students' cognitive engagement can be altered by various elements in the learning environment design such as factors related students' perceptions of teaching quality, characteristics of tasks and learning activities, teachers' behaviors during instruction, classroom goal structures, the integration of student oriented learning, action learning, problem-based learning, and constructivist learning, and academic disciplines. Based on the review, this study suggests that more studies are required to focus on understandings how the integration of instructional design principles into courses and the levels of student cognitive engagement in these courses are related. Also, an investigation of direct and indirect effect of learning environments taking into account students' personal factors would provide a more accurate picture of the relationship between learning environmental factors and students' cognitive engagement.