• Title/Summary/Keyword: use for learning

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The Impact of Interactivity on user Acceptance of e-learning Site (상호작용성 구성요인이 e-learning 사이트 수용의도에 미치는 영향)

  • Gu, Ja-Chul;Shin, Byung-Ho;Suh, Yung-Ho;Lee, Sang-Chul
    • Korean Management Science Review
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    • v.26 no.2
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    • pp.71-89
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    • 2009
  • The purpose of this research is to identify the factors affecting user acceptance of e-learning site. To more precisely explain an individual's behavior of accepting e-learning site, Perceived Interactivity is divided into four components; User Control, Responsiveness, Personalization and Connectedness. This research investigates the causal relationship among four components and basic factors of TAM. This research uses structural equation modeling (SEM) to confirm the validity and analyzes the causal relationship of the suggested model. The results indicates strong support for the validity of proposed model with 54.8% of the variance in behavioral intention to e-learning site. The result finds that all the basic casuality of TAM are significant and most components of Perceived Interactivity are significant. However the path Connectedness to Perceived Ease of Use and User Control to Perceived Playfulness is not significant. Among components of Perceived Interactivity, Personalization is the strongest antecedent of TAM. Perceived Usefulness is the strongest antecedent of behavioral intention of e-learning site.

Adversarial Machine Learning: A Survey on the Influence Axis

  • Alzahrani, Shahad;Almalki, Taghreed;Alsuwat, Hatim;Alsuwat, Emad
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.193-203
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    • 2022
  • After the everyday use of systems and applications of artificial intelligence in our world. Consequently, machine learning technologies have become characterized by exceptional capabilities and unique and distinguished performance in many areas. However, these applications and systems are vulnerable to adversaries who can be a reason to confer the wrong classification by introducing distorted samples. Precisely, it has been perceived that adversarial examples designed throughout the training and test phases can include industrious Ruin the performance of the machine learning. This paper provides a comprehensive review of the recent research on adversarial machine learning. It's also worth noting that the paper only examines recent techniques that were released between 2018 and 2021. The diverse systems models have been investigated and discussed regarding the type of attacks, and some possible security suggestions for these attacks to highlight the risks of adversarial machine learning.

A Study on the Effect of Reading Instruction on the Creative Ability and the Self-Directed Learning Ability (창의력과 자기주도적 학습능력에 미치는 독서교육의 영향에 관한 연구)

  • Cho Mi-Ah
    • Journal of the Korean Society for Library and Information Science
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    • v.40 no.3
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    • pp.53-71
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    • 2006
  • The purpose of this study is to investigate how the different types of reading instruction programs and reading methods influenced the creative ability and the self-directed learning ability, They were divided into two groups. Class A was taught to use 'The Author-Reader-Inquirer Cycle'. which concentrated on the writing-centered reading program model. Class B was taught to use 'The Literature Circles'. which concentrated on the speaking and listening-centered reading program model. After reading instruction. the creative ability and the self-directed learning ability increased. The writing-centered reading instruction was more effective than the speaking and listening-centered reading instruction. The reading instruction during the long-period was more effective than that during the short-period. The 'intensive reading' among the reading methods had a significant influence on the creative ability and the self-directed learning ability.

Topic-centered English Learning Method Using Animated Movie with Reference to Awareness of Social Issues (애니메이션을 활용한 주제 중심의 영어 학습 방안: 사회문제 인식을 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.217-225
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    • 2024
  • This study explores the use of animation as a tool for both English learning and recognizing social problems. In addition, this study examines how topic-centered learning paired with animation affects the acquisition of English vocabulary and expressions specific to discussing social problems. To achieve these goals, the study used two animations, Zootopia and Luca, and focused specifically on discrimination and prejudice. Conversation analysis, discussion activities, and learning of vocabulary and expressions in context were conducted. To evaluate the research, pre-tests, post-tests, a questionnaire, and thinking notes containing learners' opinions were used. Pre- and post-tests were administered to determine the extent of improvement in students' vocabulary and expression learning, and they reveal a statistically significant difference between the two tests. A questionnaire and thinking notes were analyzed in order to understand learners' responses and attitudes toward the class, and the results demonstrate an overall satisfaction with this class using animation topics (81.8%). The data highlights three reasons for this satisfaction: developing an in-depth understanding of movies, enhanced awareness of social problems, and increased engagement through the use of animations. These findings highlight the importance of conducting an in-depth analysis of the targeted topic when using animation.

Examination of Implicit Interactivity in Wiki-based Learning in University

  • Seo, Bong-Hyun;Kang, In-Ae;Nam, Sun-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.485-491
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    • 2010
  • The arrival of the Web 2.0 age, which is characterized by such key words as participation, sharing and openness, provides a learning environment in which both instructors and students can experience interactivity. In the educational area, we are particularly witnessing a growing interest in the social software like Wiki as one of the communication tools that reflects the characteristics of Web 2.0 and focuses on the interactivity with others. Based on this background, this study aims to examine into the meanings of interactivity inherent in the Wiki-based learning by studying such cases where Wiki is being used as a learning tool. For the purpose of our study, we practiced the Wiki-based learning method on the study subjects of the 17 junior students from U- University and 18 junior students from K- University during their 2009 fall semester teacher training courses. Through a comprehensive analysis of the questionnaires, interviews, Interactivity Measurement Diagram, examinations on the Wiki uses, Daily Self-reflection Records, and any other materials collected throughout the program, we could garner the following results: First, most of the students acknowledged that the use of Wiki was a useful communication means and helped promote their interactivity during their learning activities. Second, the interactivity of the Wiki-based learning was found to be more dynamic in the team-based projects or the community-based Wiki uses than in the instructor-oriented cases. Third, the Wiki-based learning is judged effective in expanding the scope of thinking and improving the learning capabilities through the collaborative knowledge-building process. The educational employment of the social software like Wiki in this web 2.0 age has great potentials for the true establishment of the learner-oriented learning environment, which has long remained at a standstill.

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An Instructional Design for International Collaborative Learning Focusing on Communication

  • KAGETO, Makoto
    • Educational Technology International
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    • v.8 no.1
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    • pp.57-69
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    • 2007
  • The advantages of the Internet enable teachers in the world to break the communication barriers between their schools and collaborate with each other, giving them opportunities for richer educational practices than ever accomplished. I assume that collaborative learning like an international exchange naturally lead the students to acquire the knowledge to communicate with their peers using ICT skills. In this paper, two international exchange projects that have years of practice are reported, i.e., new types of collaborative education projects that the development of the Internet has enabled us to carry out. The international exchanges reported here have been possible because both students and teachers have effectively used the various functions of the Internet. To use English as a "common international communication language" is particularly important for the youth in Asia, and the students have come to realize the importance of English as a communication language through these projects. Also, since these practices are based on the infrastructure of the Internet, they have elucidated what kind of Internet use produces richer educational results .At the final stage of the exchanges, "joint presentation in English" is designed. Students communicate and collaborate over the network, and finally meet with each other and try to give a presentation as a product of their collaborative work. The files and scenes of their presentations are stored on the network and used as educational materials in Asia as well as models for the activities in the following years. We will report how to design international exchange education in this Internet age.

Formative evaluation for the development and use of Mathview web pages (Mathview로 작성한 웹페이지의 활용에 대한 형성평가)

  • Jun, Youngcook;Lee, Byungho
    • The Journal of Korean Association of Computer Education
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    • v.5 no.2
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    • pp.111-121
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    • 2002
  • Our study illustrates how the use of web materials written with Mathview affects vocational high school students' learning in terms of formative evaluation. Our first attempt to develop high school math with Mathview has been guided according to current math texts due to highly structured format of math contents and low learning competencies of vocational high school students. The 6 female students who participated for about 12 hours in this study revealed their responses through interview data. descriptive surveys and field notes. Contrary to the original expectation. the results of data analysis showed that the students seem to prefer using conventional learning methods even though they were motivated by powerful graphical display of Mathview and algebraic manipulation capability. The overall responses of those.

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Deriving AI-Based E-Learning and Personalized Education Methods to Improve Efficient Class Satisfaction in the Post-Covid-19 Environment Using Statistical Techniques (통계기법을 활용한 Covid-19 이후의 환경에서 효율적인 수업만족도 향상을 위한 AI 기반 e-러닝과 개인화 교육방법 도출방안)

  • Sun-Kyoung, Lee;Jeong-Min, Seong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1213-1220
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    • 2022
  • This study was conducted to understand how to derive educational methods to efficiently improve class satisfaction for 130 college students who experienced non-face-to-face classes during the last Covid-19. The appropriateness of class time, improvement of learning effect, continuity of non-face-to-face classes, and use of educational media were set as items corresponding to class satisfaction. Research was attempted to derive an educational method for efficient class satisfaction improvement by grasping the difference and relationship between variables.

The Effect of Tik Tok Users' Love Types on Love Videos' Motivation and User Satisfaction (틱톡(Tik Tok) 이용자의 연애유형이 연애 동영상의 이용 동기, 이용 만족도에 미치는 영향)

  • Zhao, Meng;Yang, Xi;Lee, Sang Hoon
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.703-720
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    • 2022
  • Based on the love styles theory used in psychology, this paper classifies users(Passionate Love, Game-playing Love, Friendship Love, Practical Love, Possessive Love, Altruistic Love) and investigates satisfaction with the motivation for using TikTok love videos(Entertainment, Social Relationship, Love skills-learning, Self-verification, Problem-solving) according to the theory of use and satisfaction. First, 414 users were selected to conduct TikTok surveys to collect data. Then, through the analysis of the research results, among the six love types, game-playing type and possessive type have a positive (+) impact on entertainment motivation and love skill-learning motivation. Game-playing type also have a positive (+) impact on social relationship motivation and self-verification motivation. In addition, altruistic type and possessive type are also factors to strengthen the motivation of self-verification. The altruistic type, possessive type and practical type will improve the problem-solving motivation. Finally, through hierarchial multiple regression analysis, it is confirmed that game-playing love type, entertainment motivation, love skill-learning motivation and self-verification motivation can improve user satisfaction. The above results enrich the research of user classification as well as providing inspiration for improving the quality and communication efficiency of TikTok's video and enhancing user experience.

Design and Implementation of Blended PBL Systems for Information Communication Ethics Education (정보통신윤리 교육을 위한 블랜디드 문제중심학습 시스템 설계 및 구현)

  • Lee, Jun-Hee;Yoo, Kwan-Hee
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.179-188
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    • 2011
  • The purpose of this thesis was to implement effective blended PBL(Problem-Based Learning) systems for information communication ethics education. The proposed systems, Online learning and face-to-face classes were systematically combined and Moodle is used for online learning platform. We proposed the use of wikis and blogs not just for creation of knowledge, but as active learning tool to support PBL. In the proposed system, learners used the web 2.0 as a open place to create new knowledge and experience various effects of PBL, such as (1) Improvement of problem solving ability, (2) Understanding of cooperative learning. The blended PBL systems with teaching and learning model were evaluated learners' level of satisfaction and educational achievement in the study of information communication ethics. The result shows that blended PBL learning method is more effective in cultivating consciousness of information communication ethics and showed more higher level of learners' satisfaction and educational achievement than the face-to-face PBL learning method.

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