• Title/Summary/Keyword: use for learning

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Measuring Acceptance Levels of Webcast-Based E-Learning to Improve Remote Learning Quality Using Technology Acceptance Model

  • Satmintareja;Wahyul Amien Syafei;Aton Yulianto
    • Journal of information and communication convergence engineering
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    • v.22 no.1
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    • pp.23-32
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    • 2024
  • This study aims to improve the quality of distance learning by developing webcast-based e-learning media and integrating it into an e-learning platform for functional job training purposes at the National Research and Innovation Agency, Indonesia. This study uses a Technology Acceptance Model (TAM) to assess and predict user perceptions of information systems using webcast platforms as an alternative to conventional applications. The research method was an online survey using Google Forms. Data collected from 136 respondents involved in practical job training were analyzed using structural equation modeling to test the technology acceptance model. The results showed that the proposed model effectively explained the variables associated with the adoption of web-based e-learning during the COVID-19 pandemic in Indonesia for participants engaged in functional job training. These findings suggest that users' perceptions of ease of use, usefulness, benefits, attitudes, intentions, and webcast usage significantly contribute to the acceptance and use of a more effective and efficient webcast-based e-learning platform.

Classification of Online Simulation Content for Effective Engineering E-Learning Courses (효과적 이러닝 실습전략을 위한 온라인 시뮬레이션 구현방법 및 학습활동 분류)

  • Hwang, Suk
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.77-83
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    • 2010
  • Effectiveness of the e-learning hands-on practice in the engineering education depends on the quality of the contents of which simulation is a part and the teaching strategy of the instructor. Instructors who develop and use the simulation-included e-learning content should employ various teaching and learning activities which would make online simulation practice effective. Thus, the strategy for the effective e-learning simulated practice in engineering courses should be known and used effectively. The aim of this paper is to classify the development methods of the simulations and the teaching and learning activities of the development types classified. The comparison of the teaching and learning activities leads to suggestion on teaching and learning strategy for effective use of the online simulation in engineering education.

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Machine Learning Techniques for Speech Recognition using the Magnitude

  • Krishnan, C. Gopala;Robinson, Y. Harold;Chilamkurti, Naveen
    • Journal of Multimedia Information System
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    • v.7 no.1
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    • pp.33-40
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    • 2020
  • Machine learning consists of supervised and unsupervised learning among which supervised learning is used for the speech recognition objectives. Supervised learning is the Data mining task of inferring a function from labeled training data. Speech recognition is the current trend that has gained focus over the decades. Most automation technologies use speech and speech recognition for various perspectives. This paper demonstrates an overview of major technological standpoint and gratitude of the elementary development of speech recognition and provides impression method has been developed in every stage of speech recognition using supervised learning. The project will use DNN to recognize speeches using magnitudes with large datasets.

The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment (스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향)

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

A Study on Big-5 based Personality Analysis through Analysis and Comparison of Machine Learning Algorithm (머신러닝 알고리즘 분석 및 비교를 통한 Big-5 기반 성격 분석 연구)

  • Kim, Yong-Jun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.4
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    • pp.169-174
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    • 2019
  • In this study, I use surveillance data collection and data mining, clustered by clustering method, and use supervised learning to judge similarity. I aim to use feature extraction algorithms and supervised learning to analyze the suitability of the correlations of personality. After conducting the questionnaire survey, the researchers refine the collected data based on the questionnaire, classify the data sets through the clustering techniques of WEKA, an open source data mining tool, and judge similarity using supervised learning. I then use feature extraction algorithms and supervised learning to determine the suitability of the results for personality. As a result, it was found that the highest degree of similarity classification was obtained by EM classification and supervised learning by Naïve Bayes. The results of feature classification and supervised learning were found to be useful for judging fitness. I found that the accuracy of each Big-5 personality was changed according to the addition and deletion of the items, and analyzed the differences for each personality.

Effects of Mobile Phone Use on Aviation Students' English Learning (모바일폰 사용이 항공대학 학생들의 영어 학습에 미치는 영향)

  • Kim, Na-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.213-221
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    • 2019
  • The present study aims to investigate the effects of mobile phone use on aviation students' English language learning. Considering that affective factors have impacts on English language learning, this study focuses on confidence, motivation, and anxiety in English learning. For the current study, 46 college students were recruited. The participants were divided into one experimental group (n = 24) and one control group (n = 22) at random. During 16 weeks, the experimental group joined in chat via mobile phone while the control group did not. To understand the participants' experience of mobile phone use and to compare the attitudes towards English language learning, a survey was performed. Major findings are as follows: The experimental group showed more positive attitudes towards English learning than the control group did. Specifically, the participants who engaged in chat via mobile phone became more confident and motivated to learn English but less anxious about English learning. These results provide insights into the engagement in chat via mobile phone for aviation students' English learning. This study also suggests ways how CTL at universities can support their students' English language learning using mobile phones.

The Awareness and Use of the Clothing Part in Home Economics for Middle School Students

  • Cho, Hyun-Ju;Jang, Ju-Hyun
    • The International Journal of Costume Culture
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    • v.9 no.1
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    • pp.27-38
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    • 2006
  • This study has examined middle school students' perception and practical use of the clothing life sector in the subject of Technology Home economics for middle school. The subjects of the study are 337 students attending middle schools in the city of Daegu. The results of the study have shown that the girl students make more use of each unit in the clothing part than their counterpart, and that the higher is their preference for the clothing part and the greater is their necessity for it, the greater is their use of the clothing part. Therefore, to make students more interested in learning and to make the learning more practicable, a study of teaching-learning methods should be made. Along with it, the educational environment should be improved and the contents of the clothing life education should be developed. Once these needs are met, students are expected to participate actively in class and their achievements are sure to be greater.

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A Study on Possibility of Practical Use of Cryptarithmetic Problems in Teaching and Learning of Mathematics (수학 교수.학습에서의 암호산술 문제의 활용 가능성에 관한 연구)

  • 박교식
    • School Mathematics
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    • v.2 no.2
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    • pp.333-355
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    • 2000
  • In this paper, possibility of practical use of cryptarithmetic problems in teaching and learning of mathematics is discussed. There might be seven cases to use them practically like followings: (1) Cryptarithmetic problems might be used for deepening the mathematical knowledges. (2) Cryptarithmetic problems might be used for fostering mathematical thinking abilities. (3) Cryptarithmetic problems might be used for fostering problem solving abilities. (4) Cryptarithmetic problems might be used as open ended problems. (5) Cryptarithmetic problems might be used as materials for personalized learning. (6) Cryptarithmetic problems might be used as materials for cooperative learning. (7) Cryptarithmetic problems might be used as materials for problems posing.

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Making and Using an Ecological Learning-Place in Primary Schools in Daegu (대구 지역 초등학교의 생태학습장 조성과 활용)

  • Choi, Byung-Doo;Cheong, Cheol
    • Hwankyungkyoyuk
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    • v.21 no.2
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    • pp.89-102
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    • 2008
  • Because of the rapid industrialization and urbanization, urban dwellers are lack of opportunity to contact with nature, and hence alienated from it. In particular, primary school children who are very sensible to nature need more opportunities to learn nature by direct interactions with it. For this purpose, a movement for making and using ecological learning-place in play-ground within primary school. It has been found as a result of research on ecological learning-places in 7 primary schools in Daegu that such places, equipped with several ecological facilities, provide both pupils and local dwellers around schools with a place for ecological learning and for rest. But some of them have been left without care and hence can not be properly used, because of inappropriate site, insufficient facilities, and deficient programme for practical use. In conclusion, the paper reconfirms importance of ecological learning-place within grounds of primary school in terms of its educational, social and ecological effects, and suggests briefly some measures to encourage its construction and practical use.

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Association between the Using Goals of Computer and Self-regulated Learning Ability in Primary School Student Focusing on Gender Differences

  • Sung, Eunmo;Huh, Sunyoung
    • Educational Technology International
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    • v.15 no.1
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    • pp.27-48
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    • 2014
  • The purpose of the present research was to examine the relationship between the using goals of computer and self-regulated learning ability on the gender difference. To accomplish this goal, we have analyzed the data of Korea Children and Youth Panel Survey III which is nationally collected from primary school students, currently on the 6th grade in South Korea. 2,219 samples were used in the study excluding missing samples. The participants were 1167 males (49.5%) and 1052 females (50.5%). The mean age was 13.94 years (SD=.25). As results, female students spent more time on using computer than male students did: (1) the male students' time spent on Playing game was significantly larger than that of female students, but (2) on the rest seven using goals of computer including e-Learning/Information retrieval for learning, the female students spent significantly more time than the male students did. Also, in terms of the self-regulated learning ability, using computer for e-Learning/Information retrieval for learning itself gave significantly positive effects on both male and female students' self-regulated learning ability. On the other hand, Playing game gave significantly negative effects on both. Based on the results, some strategies were suggested on the proper use of computer for learning.